return { Classes = { --[[ -- What the APIDump plugin understands / how to document stuff: ExampleClassName = { Desc = "Description, exported as the first paragraph of the class page. Usually enclosed within double brackets." Functions = { FunctionName = { { Params = { { Name = "BuiltInType", Type = "number"}, { Name = "ClassEnum", Type = "cClass#eEnum"}, { Name = "GlobalEnum", Type = "eEnum"}, }, Returns = { { Type = "number" }, { Type = "self" }, -- Returns the same object on which it was called }, Notes = "Notes 1" }, { Params = {...}, Returns = {...}, Notes = "Notes 2", }, }, } , Constants = { ConstantName = { Notes = "Notes about the constant" }, } , ConstantGroups = { eEnum = -- also used as the HTML anchor name { Include = {"constant1", "constant2", "const_.*"}, -- Constants to include in this group, array of identifiers, accepts wildcards TextBefore = "This text will be written in front of the constant list", TextAfter = "This text will be written after the constant list", ShowInDescendants = false, -- If false, descendant classes won't list these constants } }, Variables = { VariableName = { Type = "string", Notes = "Notes about the variable" }, } , AdditionalInfo = -- Paragraphs to be exported after the function definitions table { { Header = "Header 1", Contents = "Contents of the additional section 1", }, { Header = "Header 2", Contents = "Contents of the additional section 2", } }, Inherits = "ParentClassName", -- Only present if the class inherits from another API class }, --]] cBlockArea = { Desc = [[ This class is used when multiple adjacent blocks are to be manipulated. Because of chunking and multithreading, manipulating single blocks using {{cWorld|cWorld:SetBlock}}() is a rather time-consuming operation (locks for exclusive access need to be obtained, chunk lookup is done for each block), so whenever you need to manipulate multiple adjacent blocks, it's better to wrap the operation into a cBlockArea access. cBlockArea is capable of reading / writing across chunk boundaries, has no chunk lookups for get and set operations and is not subject to multithreading locking (because it is not shared among threads).
cBlockArea remembers its origin (MinX, MinY, MinZ coords in the Read() call) and therefore supports absolute as well as relative get / set operations. Despite that, the contents of a cBlockArea can be written back into the world at any coords.
cBlockArea can hold any combination of the following datatypes:
Typical usage:
The strategy parameter specifies how individual blocks are combined together, using the table below.
area block | result | |||
---|---|---|---|---|
this | Src | msOverwrite | msFillAir | msImprint |
air | air | air | air | air |
A | air | air | A | A |
air | B | B | B | B |
A | B | B | A | B |
A | A | A | A | A |
So to sum up:
For each strategy, evaluate the table rows from top downwards, the first match wins.
msDifference - changes all the blocks which are the same to air. Otherwise the source block gets placed.
area block | Notes | ||
---|---|---|---|
* | B | B | The blocks are different so we use block B |
B | B | Air | The blocks are the same so we get air. |
msLake - used for merging areas with lava and water lakes, in the appropriate generator.
area block | Notes | ||
---|---|---|---|
self | Src | result | |
A | sponge | A | Sponge is the NOP block |
* | air | air | Air always gets hollowed out, even under the oceans |
water | * | water | Water is never overwritten |
lava | * | lava | Lava is never overwritten |
* | water | water | Water always overwrites anything |
* | lava | lava | Lava always overwrites anything |
dirt | stone | stone | Stone overwrites dirt |
grass | stone | stone | ... and grass |
mycelium | stone | stone | ... and mycelium |
A | stone | A | ... but nothing else |
A | * | A | Everything else is left as it is |
msSpongePrint - used for most prefab-generators to merge the prefabs. Similar to msImprint, but uses the sponge block as the NOP block instead, so that the prefabs may carve out air pockets, too.
area block | Notes | ||
---|---|---|---|
self | Src | result | |
A | sponge | A | Sponge is the NOP block |
* | B | B | Everything else overwrites anything |
msMask - the blocks that are the same in the other area are kept, all the differing blocks are replaced with air. Meta is used in the comparison, too, two blocks of the same type but different meta are considered different and thus replaced with air.
area block | Notes | ||
---|---|---|---|
self | Src | result | |
A | A | A | Same blocks are kept |
A | non-A | air | Differing blocks are replaced with air |
msDifference - the blocks that are the same in both areas are replaced with air, all the differing blocks are kept from the first area. Meta is used in the comparison, too, two blocks of the same type but different meta are considered different.
area block | Notes | ||
---|---|---|---|
self | Src | result | |
A | A | air | Same blocks are replaced with air |
A | non-A | A | Differing blocks are kept from 'self' |
msSimpleCompare - the blocks that are the same in both areas are replaced with air, all the differing blocks are replaced with stone. Meta is used in the comparison, too, two blocks of the same type but different meta are considered different.
area block | Notes | ||
---|---|---|---|
self | Src | result | |
A | A | air | Same blocks are replaced with air |
A | non-A | stone | Differing blocks are replaced with stone |
The following code is taken from the Debuggers plugin, it creates a sign at each chunk's [0, 0] coords, with the text being the chunk coords:
function OnChunkGenerated(a_World, a_ChunkX, a_ChunkZ, a_ChunkDesc) -- Get the topmost block coord: local Height = a_ChunkDesc:GetHeight(0, 0); -- Create a sign there: a_ChunkDesc:SetBlockTypeMeta(0, Height + 1, 0, E_BLOCK_SIGN_POST, 0); local BlockEntity = a_ChunkDesc:GetBlockEntity(0, Height + 1, 0); if (BlockEntity ~= nil) then LOG("Setting sign lines..."); local SignEntity = tolua.cast(BlockEntity, "cSignEntity"); SignEntity:SetLines("Chunk:", tonumber(a_ChunkX) .. ", " .. tonumber(a_ChunkZ), "", "(Debuggers)"); end -- Update the heightmap: a_ChunkDesc:SetHeight(0, 0, Height + 1); end]], }, }, }, cClientHandle = { Desc = [[ A cClientHandle represents the technical aspect of a connected player - their game client connection. Internally, it handles all the incoming and outgoing packets, the chunks that are to be sent to the client, ping times etc. ]], Functions = { GenerateOfflineUUID = { IsStatic = true, Params = { { Name = "Username", Type = "string", }, }, Returns = { { Type = "string", }, }, Notes = "Generates an UUID based on the player name provided. This is used for the offline (non-auth) mode, when there's no UUID source. Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same. Returns a 32-char UUID (no dashes).", }, GetClientBrand = { Returns = { { Type = "string", }, }, Notes = "Returns the brand that the client has sent in their MC|Brand plugin message.", }, GetIPString = { Returns = { { Type = "string", }, }, Notes = "Returns the IP address of the connection, as a string. Only the address part is returned, without the port number.", }, GetLocale = { Returns = { { Name = "Locale", Type = "string", }, }, Notes = "Returns the locale string that the client sends as part of the protocol handshake. Can be used to provide localized strings.", }, GetPing = { Returns = { { Type = "number", }, }, Notes = "Returns the ping time, in ms", }, GetPlayer = { Returns = { { Type = "cPlayer", }, }, Notes = "Returns the player object connected to this client. Note that this may be nil, for example if the player object is not yet spawned.", }, GetProtocolVersion = { Returns = { { Type = "number", }, }, Notes = "Returns the protocol version number of the protocol that the client is talking. Returns zero if the protocol version is not (yet) known.", }, GetRequestedViewDistance = { Returns = { { Type = "number", }, }, Notes = "Returns the view distance that the player request, not the used view distance.", }, GetUniqueID = { Returns = { { Type = "number", }, }, Notes = "Returns the UniqueID of the client used to identify the client in the server", }, GetUsername = { Returns = { { Type = "string", }, }, Notes = "Returns the username that the client has provided", }, GetUUID = { Returns = { { Type = "string", }, }, Notes = "Returns the authentication-based UUID of the client. This UUID should be used to identify the player when persisting any player-related data. Returns a 32-char UUID (no dashes)", }, GetViewDistance = { Returns = { { Type = "number", }, }, Notes = "Returns the viewdistance (number of chunks loaded for the player in each direction)", }, HasPluginChannel = { Params = { { Name = "ChannelName", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the client has registered to receive messages on the specified plugin channel.", }, IsUUIDOnline = { IsStatic = true, Params = { { Name = "UUID", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the UUID is generated by online auth, false if it is an offline-generated UUID. We use Version-3 UUIDs for offline UUIDs, online UUIDs are Version-4, thus we can tell them apart. Accepts both 32-char and 36-char UUIDs (with and without dashes). If the string given is not a valid UUID, returns false.", }, Kick = { Params = { { Name = "Reason", Type = "string", }, }, Notes = "Kicks the user with the specified reason", }, SendBlockChange = { Params = { { Name = "BlockX", Type = "number", }, { Name = "BlockY", Type = "number", }, { Name = "BlockZ", Type = "number", }, { Name = "BlockType", Type = "number", }, { Name = "BlockMeta", Type = "number", }, }, Notes = "Sends a BlockChange packet to the client. This can be used to create fake blocks only for that player.", }, SendEntityAnimation = { Params = { { Name = "Entity", Type = "cEntity", }, { Name = "AnimationNumber", Type = "number", }, }, Notes = "Sends the specified animation of the specified entity to the client. The AnimationNumber is protocol-specific.", }, SendPluginMessage = { Params = { { Name = "Channel", Type = "string", }, { Name = "Message", Type = "string", }, }, Notes = "Sends the plugin message on the specified channel.", }, SendSoundEffect = { Params = { { Name = "SoundName", Type = "string", }, { Name = "X", Type = "number", }, { Name = "Y", Type = "number", }, { Name = "Z", Type = "number", }, { Name = "Volume", Type = "number", }, { Name = "Pitch", Type = "number", }, }, Notes = "Sends a sound effect request to the client. The sound is played at the specified coords, with the specified volume (a float, 1.0 is full volume, can be more) and pitch (0-255, 63 is 100%)", }, SendTimeUpdate = { Params = { { Name = "WorldAge", Type = "number", }, { Name = "TimeOfDay", Type = "number", }, { Name = "DoDaylightCycle", Type = "boolean", }, }, Notes = "Sends the specified time update to the client. WorldAge is the total age of the world, in ticks. TimeOfDay is the current day's time, in ticks (0 - 24000). DoDaylightCycle is a bool that specifies whether the client should automatically move the sun (true) or keep it in the same place (false).", }, SetClientBrand = { Params = { { Name = "ClientBrand", Type = "string", }, }, Notes = "Sets the value of the client's brand. Normally this value is received from the client by a MC|Brand plugin message, this function lets plugins overwrite the value.", }, SetLocale = { Params = { { Name = "Locale", Type = "string", }, }, Notes = "Sets the locale that Cuberite keeps on record. Initially the locale is initialized in protocol handshake, this function allows plugins to override the stored value (but only server-side and only until the user disconnects).", }, SetUsername = { Params = { { Name = "Name", Type = "string", }, }, Notes = "Sets the username", }, SetViewDistance = { Params = { { Name = "ViewDistance", Type = "number", }, }, Notes = "Sets the viewdistance (number of chunks loaded for the player in each direction)", }, }, Constants = { MAX_VIEW_DISTANCE = { Notes = "The maximum value of the view distance", }, MIN_VIEW_DISTANCE = { Notes = "The minimum value of the view distance", }, }, }, cCompositeChat = { Desc = [[ Encapsulates a chat message that can contain various formatting, URLs, commands executed on click and commands suggested on click. The chat message can be sent by the regular chat-sending functions, {{cPlayer}}:SendMessage(), {{cWorld}}:BroadcastChat() and {{cRoot}}:BroadcastChat().
Note that most of the functions in this class are so-called chaining modifiers - they modify the object and then return the object itself, so that they can be chained one after another. See the Chaining example below for details.
Each part of the composite chat message takes a "Style" parameter, this is a string that describes the formatting. It uses the following strings, concatenated together:
String | Style |
---|---|
b | Bold text |
i | Italic text |
u | Underlined text |
s | Strikethrough text |
o | Obfuscated text |
@X | color X (X is 0 - 9 or a - f, same as dye meta |
function OnPlayerJoined(a_Player) -- Send an example composite chat message to the player: a_Player:SendMessage(cCompositeChat() :AddTextPart("Hello, ") :AddUrlPart(a_Player:GetName(), "http://cuberite.org", "u@2") -- Colored underlined link :AddSuggestCommandPart(", and welcome.", "/help", "u") -- Underlined suggest-command :AddRunCommandPart(" SetDay", "/time set 0") -- Regular text that will execute command when clicked :SetMessageType(mtJoin) -- It is a join-message ) end]], }, }, }, cCraftingGrid = { Desc = [[ cCraftingGrid represents the player's crafting grid. It is used in {{OnCraftingNoRecipe|OnCraftingNoRecipe}}, {{OnPostCrafting|OnPostCrafting}} and {{OnPreCrafting|OnPreCrafting}} hooks. Plugins may use it to inspect the items the player placed on their crafting grid.
Also, an object of this type is used in {{cCraftingRecipe}}'s ConsumeIngredients() function for specifying the exact number of ingredients to consume in that recipe; plugins may use this to apply the crafting recipe.
]], Functions = { Clear = { Notes = "Clears the entire grid", }, constructor = { Params = { { Name = "Width", Type = "number", }, { Name = "Height", Type = "number", }, }, Returns = { { Type = "cCraftingGrid", }, }, Notes = "Creates a new CraftingGrid object. This new crafting grid is not related to any player, but may be needed for {{cCraftingRecipe}}'s ConsumeIngredients function.", }, ConsumeGrid = { Params = { { Name = "CraftingGrid", Type = "cCraftingGrid", }, }, Notes = "Consumes items specified in CraftingGrid from the current contents. Used internally by {{cCraftingRecipe}}'s ConsumeIngredients() function, but available to plugins, too.", }, Dump = { Notes = "DEBUG build: Dumps the contents of the grid to the log. RELEASE build: no action", }, GetHeight = { Returns = { { Type = "number", }, }, Notes = "Returns the height of the grid", }, GetItem = { Params = { { Name = "x", Type = "number", }, { Name = "y", Type = "number", }, }, Returns = { { Type = "cItem", }, }, Notes = "Returns the item at the specified coords", }, GetWidth = { Returns = { { Type = "number", }, }, Notes = "Returns the width of the grid", }, SetItem = { { Params = { { Name = "x", Type = "number", }, { Name = "y", Type = "number", }, { Name = "cItem", Type = "cItem", }, }, Notes = "Sets the item at the specified coords", }, { Params = { { Name = "x", Type = "number", }, { Name = "y", Type = "number", }, { Name = "ItemType", Type = "number", }, { Name = "ItemCount", Type = "number", }, { Name = "ItemDamage", Type = "number", }, }, Notes = "Sets the item at the specified coords", }, }, }, }, cCraftingRecipe = { Desc = [[ This class is used to represent a crafting recipe, either a built-in one, or one created dynamically in a plugin. It is used only as a parameter for {{OnCraftingNoRecipe|OnCraftingNoRecipe}}, {{OnPostCrafting|OnPostCrafting}} and {{OnPreCrafting|OnPreCrafting}} hooks. Plugins may use it to inspect or modify a crafting recipe that a player views in their crafting window, either at a crafting table or the survival inventory screen.Internally, the class contains a {{cCraftingGrid}} for the ingredients and a {{cItem}} for the result. ]], Functions = { Clear = { Notes = "Clears the entire recipe, both ingredients and results", }, ConsumeIngredients = { Params = { { Name = "CraftingGrid", Type = "cCraftingGrid", }, }, Notes = "Consumes ingredients specified in the given {{cCraftingGrid|cCraftingGrid}} class", }, Dump = { Notes = "DEBUG build: dumps ingredients and result into server log. RELEASE build: no action", }, GetIngredient = { Params = { { Name = "x", Type = "number", }, { Name = "y", Type = "number", }, }, Returns = { { Type = "cItem", }, }, Notes = "Returns the ingredient stored in the recipe at the specified coords", }, GetIngredientsHeight = { Returns = { { Type = "number", }, }, Notes = "Returns the height of the ingredients' grid", }, GetIngredientsWidth = { Returns = { { Type = "number", }, }, Notes = "Returns the width of the ingredients' grid", }, GetResult = { Returns = { { Type = "cItem", }, }, Notes = "Returns the result of the recipe", }, SetIngredient = { { Params = { { Name = "x", Type = "number", }, { Name = "y", Type = "number", }, { Name = "cItem", Type = "cItem", }, }, Notes = "Sets the ingredient at the specified coords", }, { Params = { { Name = "x", Type = "number", }, { Name = "y", Type = "number", }, { Name = "ItemType", Type = "number", }, { Name = "ItemCount", Type = "number", }, { Name = "ItemDamage", Type = "number", }, }, Notes = "Sets the ingredient at the specified coords", }, }, SetResult = { { Params = { { Name = "cItem", Type = "cItem", }, }, Notes = "Sets the result item", }, { Params = { { Name = "ItemType", Type = "number", }, { Name = "ItemCount", Type = "number", }, { Name = "ItemDamage", Type = "number", }, }, Notes = "Sets the result item", }, }, }, }, cCryptoHash = { Desc = [[ Provides functions for generating cryptographic hashes.
Note that all functions in this class are super-static, so they are to be called in the dot convention:
local Hash = cCryptoHash.sha1HexString("DataToHash")
Each cryptographic hash has two variants, one returns the hash as a raw binary string, the other returns the hash as a hex-encoded string twice as long as the binary string. ]], Functions = { md5 = { IsStatic = true, IsGlobal = true, Params = { { Name = "Data", Type = "string", }, }, Returns = { { Type = "string", }, }, Notes = "Calculates the md5 hash of the data, returns it as a raw (binary) string of 16 characters.", }, md5HexString = { IsStatic = true, IsGlobal = true, Params = { { Name = "Data", Type = "string", }, }, Returns = { { Type = "string", }, }, Notes = "Calculates the md5 hash of the data, returns it as a hex-encoded string of 32 characters.", }, sha1 = { IsStatic = true, IsGlobal = true, Params = { { Name = "Data", Type = "string", }, }, Returns = { { Type = "string", }, }, Notes = "Calculates the sha1 hash of the data, returns it as a raw (binary) string of 20 characters.", }, sha1HexString = { IsStatic = true, IsGlobal = true, Params = { { Name = "Data", Type = "string", }, }, Returns = { { Type = "string", }, }, Notes = "Calculates the sha1 hash of the data, returns it as a hex-encoded string of 40 characters.", }, }, }, cEnchantments = { Desc = [[ This class is the storage for enchantments for a single {{cItem|cItem}} object, through its m_Enchantments member variable. Although it is possible to create a standalone object of this class, it is not yet used in any API directly.
Enchantments can be initialized either programmatically by calling the individual functions (SetLevel()), or by using a string description of the enchantment combination. This string description is in the form "id=lvl;id=lvl;...;id=lvl;", where id is either a numerical ID of the enchantment, or its textual representation from the table below, and lvl is the desired enchantment level. The class can also create its string description from its current contents; however that string description will only have the numerical IDs.
See the {{cItem}} class for usage examples. ]], Functions = { Add = { Params = { { Name = "Other", Type = "cEnchantments", }, }, Notes = "Adds the enchantments contained in Other into this object. Existing enchantments are preserved, unless Other specifies a different level, in which case the level is changed to the Other's one.", }, AddFromString = { Params = { { Name = "StringSpec", Type = "string", }, }, Notes = "Adds the enchantments in the string description into the object. If a specified enchantment already existed, it is overwritten.", }, Clear = { Notes = "Removes all enchantments", }, constructor = { { Returns = { { Type = "cEnchantments", }, }, Notes = "Creates a new empty cEnchantments object", }, { Params = { { Name = "StringSpec", Type = "string", }, }, Returns = { { Type = "cEnchantments", }, }, Notes = "Creates a new cEnchantments object filled with enchantments based on the string description", }, }, Count = { Returns = { { Type = "number", }, }, Notes = "Get the count of enchantments contained within the class", }, GetLevel = { Params = { { Name = "EnchantmentNumID", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the level of the specified enchantment stored in this object; 0 if not stored", }, IsEmpty = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the object stores no enchantments", }, operator_eq = { Params = { { Name = "OtherEnchantments", Type = "cEnchantments", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if this enchantments object has the same enchantments as OtherEnchantments.", }, SetLevel = { Params = { { Name = "EnchantmentNumID", Type = "number", }, { Name = "Level", Type = "number", }, }, Notes = "Sets the level for the specified enchantment, adding it if not stored before, or removing it if Level < = 0", }, StringToEnchantmentID = { IsStatic = true, Params = { { Name = "EnchantmentName", Type = "string", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the enchantment numerical ID, -1 if not understood. Case insensitive. Also understands plain numbers.", }, ToString = { Returns = { { Type = "string", }, }, Notes = "Returns the string description of all the enchantments stored in this object, in numerical-ID form", }, }, Constants = { enchAquaAffinity = { Notes = "", }, enchBaneOfArthropods = { Notes = "", }, enchBlastProtection = { Notes = "", }, enchEfficiency = { Notes = "", }, enchFeatherFalling = { Notes = "", }, enchFireAspect = { Notes = "", }, enchFireProtection = { Notes = "", }, enchFlame = { Notes = "", }, enchFortune = { Notes = "", }, enchInfinity = { Notes = "", }, enchKnockback = { Notes = "", }, enchLooting = { Notes = "", }, enchLuckOfTheSea = { Notes = "", }, enchLure = { Notes = "", }, enchPower = { Notes = "", }, enchProjectileProtection = { Notes = "", }, enchProtection = { Notes = "", }, enchPunch = { Notes = "", }, enchRespiration = { Notes = "", }, enchSharpness = { Notes = "", }, enchSilkTouch = { Notes = "", }, enchSmite = { Notes = "", }, enchThorns = { Notes = "", }, enchUnbreaking = { Notes = "", }, }, }, cEntity = { Desc = [[ A cEntity object represents an object in the world, it has a position and orientation. cEntity is an abstract class, and can not be instantiated directly, instead, all entities are implemented as subclasses. The cEntity class works as the common interface for the operations that all (most) entities support.
All cEntity objects have an Entity Type so it can be determined what kind of entity it is efficiently. Entities also have a class inheritance awareness, they know their class name, their parent class' name and can decide if there is a class within their inheritance chain. Since these functions operate on strings, they are slightly slower than checking the entity type directly, on the other hand, they are more specific directly. To check if the entity is a spider, you need to call IsMob(), then cast the object to {{cMonster}} and finally compare {{cMonster}}:GetMonsterType() to mtSpider. GetClass(), on the other hand, returns "cSpider" directly.
Note that you should not store a cEntity object between two hooks' calls, because Cuberite may despawn / remove that entity in between the calls. If you need to refer to an entity later, use its UniqueID and {{cWorld|cWorld}}'s entity manipulation functions DoWithEntityByID(), ForEachEntity() or ForEachEntityInChunk() to access the entity again.
]], Functions = { AddPosition = { { Params = { { Name = "OffsetX", Type = "number", }, { Name = "OffsetY", Type = "number", }, { Name = "OffsetZ", Type = "number", }, }, Notes = "Moves the entity by the specified amount in each axis direction", }, { Params = { { Name = "Offset", Type = "Vector3d", }, }, Notes = "Moves the entity by the specified amount in each direction", }, }, AddPosX = { Params = { { Name = "OffsetX", Type = "number", }, }, Notes = "Moves the entity by the specified amount in the X axis direction", }, AddPosY = { Params = { { Name = "OffsetY", Type = "number", }, }, Notes = "Moves the entity by the specified amount in the Y axis direction", }, AddPosZ = { Params = { { Name = "OffsetZ", Type = "number", }, }, Notes = "Moves the entity by the specified amount in the Z axis direction", }, AddSpeed = { { Params = { { Name = "AddX", Type = "number", }, { Name = "AddY", Type = "number", }, { Name = "AddZ", Type = "number", }, }, Notes = "Adds the specified amount of speed in each axis direction.", }, { Params = { { Name = "Add", Type = "Vector3d", }, }, Notes = "Adds the specified amount of speed in each axis direction.", }, }, AddSpeedX = { Params = { { Name = "AddX", Type = "number", }, }, Notes = "Adds the specified amount of speed in the X axis direction.", }, AddSpeedY = { Params = { { Name = "AddY", Type = "number", }, }, Notes = "Adds the specified amount of speed in the Y axis direction.", }, AddSpeedZ = { Params = { { Name = "AddZ", Type = "number", }, }, Notes = "Adds the specified amount of speed in the Z axis direction.", }, ArmorCoversAgainst = { Params = { { Name = "DamageType", Type = "eDamageType", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns whether armor will protect against the specified damage type", }, Destroy = { Params = { { Name = "ShouldBroadcast", Type = "boolean", IsOptional = true, }, }, Notes = "Schedules the entity to be destroyed; if ShouldBroadcast is not present or set to true, broadcasts the DestroyEntity packet", }, GetAirLevel = { Returns = { { Type = "number", }, }, Notes = "Returns the air level (number of ticks of air left). Note, this function is only updated with mobs or players.", }, GetArmorCoverAgainst = { Params = { { Name = "AttackerEntity", Type = "cEntity", }, { Name = "DamageType", Type = "eDamageType", }, { Name = "RawDamage", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the number of hitpoints out of RawDamage that the currently equipped armor would cover. See {{TakeDamageInfo}} for more information on attack damage.", }, GetChunkX = { Returns = { { Type = "number", }, }, Notes = "Returns the X-coord of the chunk in which the entity is placed", }, GetChunkZ = { Returns = { { Type = "number", }, }, Notes = "Returns the Z-coord of the chunk in which the entity is placed", }, GetClass = { Returns = { { Type = "string", }, }, Notes = "Returns the classname of the entity, such as \"cSpider\" or \"cPickup\"", }, GetClassStatic = { Returns = { { Type = "string", }, }, Notes = "Returns the entity classname that this class implements. Each descendant overrides this function. Is static", }, GetEntityType = { Returns = { { Name = "EntityType", Type = "cEntity#EntityType", }, }, Notes = "Returns the type of the entity, one of the {{cEntity#EntityType|etXXX}} constants. Note that to check specific entity type, you should use one of the IsXXX functions instead of comparing the value returned by this call.", }, GetEquippedBoots = { Returns = { { Type = "cItem", }, }, Notes = "Returns the boots that the entity has equipped. Returns an empty cItem if no boots equipped or not applicable.", }, GetEquippedChestplate = { Returns = { { Type = "cItem", }, }, Notes = "Returns the chestplate that the entity has equipped. Returns an empty cItem if no chestplate equipped or not applicable.", }, GetEquippedHelmet = { Returns = { { Type = "cItem", }, }, Notes = "Returns the helmet that the entity has equipped. Returns an empty cItem if no helmet equipped or not applicable.", }, GetEquippedLeggings = { Returns = { { Type = "cItem", }, }, Notes = "Returns the leggings that the entity has equipped. Returns an empty cItem if no leggings equipped or not applicable.", }, GetEquippedWeapon = { Returns = { { Type = "cItem", }, }, Notes = "Returns the weapon that the entity has equipped. Returns an empty cItem if no weapon equipped or not applicable.", }, GetGravity = { Returns = { { Type = "number", }, }, Notes = "Returns the number that is used as the gravity for physics simulation. 1G (9.78) by default.", }, GetHeadYaw = { Returns = { { Type = "number", }, }, Notes = "Returns the pitch of the entity's head (FIXME: Rename to GetHeadPitch() ).", }, GetHealth = { Returns = { { Type = "number", }, }, Notes = "Returns the current health of the entity.", }, GetHeight = { Returns = { { Type = "number", }, }, Notes = "Returns the height (Y size) of the entity", }, GetInvulnerableTicks = { Returns = { { Type = "number", }, }, Notes = "Returns the number of ticks that this entity will be invulnerable for. This is used for after-hit recovery - the entities are invulnerable for half a second after being hit.", }, GetKnockbackAmountAgainst = { Params = { { Name = "ReceiverEntity", Type = "cEntity", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the amount of knockback that the currently equipped items would cause when attacking the ReceiverEntity.", }, GetLookVector = { Returns = { { Type = "Vector3f", }, }, Notes = "Returns the vector that defines the direction in which the entity is looking", }, GetMass = { Returns = { { Type = "number", }, }, Notes = "Returns the mass of the entity. Currently unused.", }, GetMaxHealth = { Returns = { { Type = "number", }, }, Notes = "Returns the maximum number of hitpoints this entity is allowed to have.", }, GetParentClass = { Returns = { { Type = "string", }, }, Notes = "Returns the name of the direct parent class for this entity", }, GetPitch = { Returns = { { Type = "number", }, }, Notes = "Returns the pitch (nose-down rotation) of the entity. Measured in degrees, normal values range from -90 to +90. +90 means looking down, 0 means looking straight ahead, -90 means looking up.", }, GetPosition = { Returns = { { Type = "Vector3d", }, }, Notes = "Returns the entity's pivot position as a 3D vector", }, GetPosX = { Returns = { { Type = "number", }, }, Notes = "Returns the X-coord of the entity's pivot", }, GetPosY = { Returns = { { Type = "number", }, }, Notes = "Returns the Y-coord of the entity's pivot", }, GetPosZ = { Returns = { { Type = "number", }, }, Notes = "Returns the Z-coord of the entity's pivot", }, GetRawDamageAgainst = { Params = { { Name = "ReceiverEntity", Type = "cEntity", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the raw damage that this entity's equipment would cause when attacking the ReceiverEntity. This includes this entity's weapon {{cEnchantments|enchantments}}, but excludes the receiver's armor or potion effects. See {{TakeDamageInfo}} for more information on attack damage.", }, GetRoll = { Returns = { { Type = "number", }, }, Notes = "Returns the roll (sideways rotation) of the entity. Currently unused.", }, GetRot = { Returns = { { Type = "Vector3f", }, }, Notes = "(OBSOLETE) Returns the entire rotation vector (Yaw, Pitch, Roll)", }, GetSpeed = { Returns = { { Type = "Vector3d", }, }, Notes = "Returns the complete speed vector of the entity", }, GetSpeedX = { Returns = { { Type = "number", }, }, Notes = "Returns the X-part of the speed vector", }, GetSpeedY = { Returns = { { Type = "number", }, }, Notes = "Returns the Y-part of the speed vector", }, GetSpeedZ = { Returns = { { Type = "number", }, }, Notes = "Returns the Z-part of the speed vector", }, GetTicksAlive = { Returns = { { Type = "number", }, }, Notes = "Returns the number of ticks that this entity has been alive for.", }, GetUniqueID = { Returns = { { Type = "number", }, }, Notes = "Returns the ID that uniquely identifies the entity within the running server. Note that this ID is not persisted to the data files.", }, GetWidth = { Returns = { { Type = "number", }, }, Notes = "Returns the width (X and Z size) of the entity.", }, GetWorld = { Returns = { { Type = "cWorld", }, }, Notes = "Returns the world where the entity resides", }, GetYaw = { Returns = { { Type = "number", }, }, Notes = "Returns the yaw (direction) of the entity. Measured in degrees, values range from -180 to +180. 0 means ZP, 90 means XM, -180 means ZM, -90 means XP.", }, HandleSpeedFromAttachee = { Params = { { Name = "ForwardAmount", Type = "number", }, { Name = "SidewaysAmount", Type = "number", }, }, Notes = "Updates the entity's speed based on the attachee exerting the specified force forward and sideways. Used for entities being driven by other entities attached to them - usually players driving minecarts and boats.", }, Heal = { Params = { { Name = "Hitpoints", Type = "number", }, }, Notes = "Heals the specified number of hitpoints. Hitpoints is expected to be a positive number.", }, IsA = { Params = { { Name = "ClassName", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity class is a descendant of the specified class name, or the specified class itself", }, IsBoat = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity is a {{cBoat|boat}}.", }, IsCrouched = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity is crouched. Always false for entities that don't support crouching.", }, IsDestroyed = { Returns = { { Type = "boolean", }, }, Notes = "(DEPRECATED) Please use cEntity:IsTicking().", }, IsEnderCrystal = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity is an ender crystal.", }, IsExpOrb = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity represents an experience orb", }, IsFallingBlock = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity represents a {{cFallingBlock}} entity.", }, IsFireproof = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity takes no damage from being on fire.", }, IsFloater = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity represents a fishing rod floater", }, IsInvisible = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity is invisible", }, IsItemFrame = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity is an item frame.", }, IsMinecart = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity represents a {{cMinecart|minecart}}", }, IsMob = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity represents any {{cMonster|mob}}.", }, IsOnFire = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity is on fire", }, IsOnGround = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity is on ground (not falling, not jumping, not flying)", }, IsPainting = { Returns = { { Type = "boolean", }, }, Notes = "Returns if this entity is a painting.", }, IsPawn = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity is a {{cPawn}} descendant.", }, IsPickup = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity represents a {{cPickup|pickup}}.", }, IsPlayer = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity represents a {{cPlayer|player}}", }, IsProjectile = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity is a {{cProjectileEntity}} descendant.", }, IsRclking = { Returns = { { Type = "boolean", }, }, Notes = "Currently unimplemented", }, IsRiding = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity is attached to (riding) another entity.", }, IsSprinting = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity is sprinting. Entities that cannot sprint return always false", }, IsSubmerged = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the mob or player is submerged in water (head is in a water block). Note, this function is only updated with mobs or players.", }, IsSwimming = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the mob or player is swimming in water (feet are in a water block). Note, this function is only updated with mobs or players.", }, IsTicking = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity is valid and ticking. Returns false if the entity is not ticking and is about to leave its current world either via teleportation or destruction. If this returns false, you must stop using the cEntity pointer you have.", }, IsTNT = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the entity represents a {{cTNTEntity|TNT entity}}", }, Killed = { Params = { { Name = "Victim", Type = "cEntity", }, }, Notes = "This entity has killed another entity (the Victim). For players, adds the scoreboard statistics about the kill.", }, KilledBy = { Notes = "FIXME: Remove this from API", }, MoveToWorld = { { Params = { { Name = "World", Type = "cWorld", }, { Name = "ShouldSendRespawn", Type = "boolean", IsOptional = true, }, }, Returns = { { Type = "boolean", }, }, Notes = "Removes the entity from this world and starts moving it to the specified world's spawn point. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions). OBSOLETE, use ScheduleMoveToWorld() instead.", }, { Params = { { Name = "WorldName", Type = "string", }, { Name = "ShouldSendRespawn", Type = "boolean", IsOptional = true, }, }, Returns = { { Type = "boolean", }, }, Notes = "Removes the entity from this world and starts moving it to the specified world's spawn point. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions). OBSOLETE, use ScheduleMoveToWorld() instead.", }, { Params = { { Name = "World", Type = "cWorld", }, { Name = "ShouldSendRespawn", Type = "boolean", }, { Name = "Position", Type = "Vector3d", }, }, Returns = { { Type = "boolean", }, }, Notes = "Removes the entity from this world and starts moving it to the specified world. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions). The Position parameter specifies the location that the entity should be placed in, in the new world. OBSOLETE, use ScheduleMoveToWorld() instead.", }, }, ScheduleMoveToWorld = { Params = { { Name = "World", Type = "cWorld", }, { Name = "NewPosition", Type = "Vector3d", }, { Name = "ShouldSetPortalCooldown", Type = "boolean", IsOptional = true, }, }, Notes = "Schedules a MoveToWorld call to occur on the next Tick of the entity. If ShouldSetPortalCooldown is false (default), doesn't set any portal cooldown, if it is true, the default portal cooldown is applied to the entity.", }, SetGravity = { Params = { { Name = "Gravity", Type = "number", }, }, Notes = "Sets the number that is used as the gravity for physics simulation. 1G (9.78) by default.", }, SetHeadYaw = { Params = { { Name = "HeadPitch", Type = "number", }, }, Notes = "Sets the head pitch (FIXME: Rename to SetHeadPitch() ).", }, SetHealth = { Params = { { Name = "Hitpoints", Type = "number", }, }, Notes = "Sets the entity's health to the specified amount of hitpoints. Doesn't broadcast any hurt animation. Doesn't kill the entity if health drops below zero. Use the TakeDamage() function instead for taking damage.", }, SetHeight = { Notes = "FIXME: Remove this from API", }, SetInvulnerableTicks = { Params = { { Name = "NumTicks", Type = "number", }, }, Notes = "Sets the amount of ticks for which the entity will not receive any damage from other entities.", }, SetIsFireproof = { Params = { { Name = "IsFireproof", Type = "boolean", }, }, Notes = "Sets whether the entity receives damage from being on fire.", }, SetMass = { Params = { { Name = "Mass", Type = "number", }, }, Notes = "Sets the mass of the entity. Currently unused.", }, SetMaxHealth = { Params = { { Name = "MaxHitpoints", Type = "number", }, }, Notes = "Sets the maximum hitpoints of the entity. If current health is above MaxHitpoints, it is capped to MaxHitpoints.", }, SetPitch = { Params = { { Name = "Pitch", Type = "number", }, }, Notes = "Sets the pitch (nose-down rotation) of the entity", }, SetPitchFromSpeed = { Notes = "Sets the entity pitch to match its speed (entity looking forwards as it moves)", }, SetPosition = { { Params = { { Name = "PosX", Type = "number", }, { Name = "PosY", Type = "number", }, { Name = "PosZ", Type = "number", }, }, Notes = "Sets all three coords of the entity's pivot", }, { Params = { { Name = "Vector3d", Type = "Vector3d", }, }, Notes = "Sets all three coords of the entity's pivot", }, }, SetPosX = { Params = { { Name = "PosX", Type = "number", }, }, Notes = "Sets the X-coord of the entity's pivot", }, SetPosY = { Params = { { Name = "PosY", Type = "number", }, }, Notes = "Sets the Y-coord of the entity's pivot", }, SetPosZ = { Params = { { Name = "PosZ", Type = "number", }, }, Notes = "Sets the Z-coord of the entity's pivot", }, SetRoll = { Params = { { Name = "Roll", Type = "number", }, }, Notes = "Sets the roll (sideways rotation) of the entity. Currently unused.", }, SetRot = { Params = { { Name = "Rotation", Type = "Vector3f", }, }, Notes = "Sets the entire rotation vector (Yaw, Pitch, Roll)", }, SetSpeed = { { Params = { { Name = "SpeedX", Type = "number", }, { Name = "SpeedY", Type = "number", }, { Name = "SpeedZ", Type = "number", }, }, Notes = "Sets the current speed of the entity", }, { Params = { { Name = "Speed", Type = "Vector3d", }, }, Notes = "Sets the current speed of the entity", }, }, SetSpeedX = { Params = { { Name = "SpeedX", Type = "number", }, }, Notes = "Sets the X component of the entity speed", }, SetSpeedY = { Params = { { Name = "SpeedY", Type = "number", }, }, Notes = "Sets the Y component of the entity speed", }, SetSpeedZ = { Params = { { Name = "SpeedZ", Type = "number", }, }, Notes = "Sets the Z component of the entity speed", }, SetWidth = { Notes = "FIXME: Remove this from API", }, SetYaw = { Params = { { Name = "Yaw", Type = "number", }, }, Notes = "Sets the yaw (direction) of the entity.", }, SetYawFromSpeed = { Notes = "Sets the entity's yaw to match its current speed (entity looking forwards as it moves).", }, StartBurning = { Params = { { Name = "NumTicks", Type = "number", }, }, Notes = "Sets the entity on fire for the specified number of ticks. If entity is on fire already, makes it burn for either NumTicks or the number of ticks left from the previous fire, whichever is larger.", }, SteerVehicle = { Params = { { Name = "ForwardAmount", Type = "number", }, { Name = "SidewaysAmount", Type = "number", }, }, Notes = "Applies the specified steering to the vehicle this entity is attached to. Ignored if not attached to any entity.", }, StopBurning = { Notes = "Extinguishes the entity fire, cancels all fire timers.", }, TakeDamage = { { Params = { { Name = "AttackerEntity", Type = "cEntity", }, }, Notes = "Causes this entity to take damage that AttackerEntity would inflict. Includes their weapon and this entity's armor.", }, { Params = { { Name = "DamageType", Type = "eDamageType", }, { Name = "AttackerEntity", Type = "cEntity", }, { Name = "RawDamage", Type = "number", }, { Name = "KnockbackAmount", Type = "number", }, }, Notes = "Causes this entity to take damage of the specified type, from the specified attacker (may be nil). The final damage is calculated from RawDamage using the currently equipped armor.", }, { Params = { { Name = "DamageType", Type = "eDamageType", }, { Name = "AttackerEntity", Type = "cEntity", }, { Name = "RawDamage", Type = "number", }, { Name = "FinalDamage", Type = "number", }, { Name = "KnockbackAmount", Type = "number", }, }, Notes = "Causes this entity to take damage of the specified type, from the specified attacker (may be nil). The values are wrapped into a {{TakeDamageInfo}} structure and applied directly.", }, }, TeleportToCoords = { Params = { { Name = "PosX", Type = "number", }, { Name = "PosY", Type = "number", }, { Name = "PosZ", Type = "number", }, }, Notes = "Teleports the entity to the specified coords. Asks plugins if the teleport is allowed.", }, TeleportToEntity = { Params = { { Name = "DestEntity", Type = "cEntity", }, }, Notes = "Teleports this entity to the specified destination entity. Asks plugins if the teleport is allowed.", }, }, Constants = { etBoat = { Notes = "The entity is a {{cBoat}}", }, etEnderCrystal = { Notes = "", }, etEntity = { Notes = "No further specialization available", }, etExpOrb = { Notes = "The entity is a {{cExpOrb}}", }, etFallingBlock = { Notes = "The entity is a {{cFallingBlock}}", }, etFloater = { Notes = "The entity is a fishing rod floater", }, etItemFrame = { Notes = "", }, etMinecart = { Notes = "The entity is a {{cMinecart}} descendant", }, etMob = { Notes = "The entity is a {{cMonster}} descendant", }, etMonster = { Notes = "The entity is a {{cMonster}} descendant", }, etPainting = { Notes = "The entity is a {{cPainting}}", }, etPickup = { Notes = "The entity is a {{cPickup}}", }, etPlayer = { Notes = "The entity is a {{cPlayer}}", }, etProjectile = { Notes = "The entity is a {{cProjectileEntity}} descendant", }, etTNT = { Notes = "The entity is a {{cTNTEntity}}", }, }, ConstantGroups = { EntityType = { Include = "et.*", TextBefore = "The following constants are used to distinguish between different entity types:", }, }, }, cEntityEffect = { Functions = { GetPotionColor = { IsStatic = true, Params = { { Name = "ItemDamage", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the potion color (used by the client for visuals), based on the potion's damage value", }, GetPotionEffectDuration = { IsStatic = true, Params = { { Name = "ItemDamage", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the effect duration, in ticks, based on the potion's damage value", }, GetPotionEffectIntensity = { IsStatic = true, Params = { { Name = "ItemDamage", Type = "number", }, }, Returns = { { Name = "short", Type = "number", }, }, Notes = "Retrieves the intensity level from the potion's damage value. Returns 0 for level I potions, 1 for level II potions.", }, GetPotionEffectType = { IsStatic = true, Params = { { Name = "ItemDamage", Type = "number", }, }, Returns = { { Name = "eType", Type = "cEntityEffect#eType", }, }, Notes = "Translates the potion's damage value into the entity effect that the potion gives", }, IsPotionDrinkable = { IsStatic = true, Params = { { Name = "ItemDamage", Type = "number", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the potion with the given damage is drinkable", }, }, }, cFile = { Desc = [[ Provides helper functions for manipulating and querying the filesystem. Most functions are static, so they should be called directly on the cFile class itself:cFile:DeleteFile("/usr/bin/virus.exe");]], Functions = { ChangeFileExt = { IsStatic = true, Params = { { Name = "FileName", Type = "string", }, { Name = "NewExt", Type = "string", }, }, Returns = { { Type = "string", }, }, Notes = "Returns FileName with its extension changed to NewExt. NewExt may begin with a dot, but needn't, the result is the same in both cases (the first dot, if present, is ignored). FileName may contain path elements, extension is recognized as the last dot after the last path separator in the string.", }, Copy = { IsStatic = true, Params = { { Name = "SrcFileName", Type = "string", }, { Name = "DstFileName", Type = "string", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Copies a single file to a new destination. Returns true if successful. Fails if the destination already exists.", }, CreateFolder = { IsStatic = true, Params = { { Name = "FolderPath", Type = "string", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Creates a new folder. Returns true if successful. Only a single level can be created at a time, use CreateFolderRecursive() to create multiple levels of folders at once.", }, CreateFolderRecursive = { IsStatic = true, Params = { { Name = "FolderPath", Type = "string", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Creates a new folder, creating its parents if needed. Returns true if successful.", }, Delete = { IsStatic = true, Params = { { Name = "Path", Type = "string", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Deletes the specified file or folder. Returns true if successful. Only deletes folders that are empty.
The INI files follow this basic structure:
; Header comment line [KeyName0] ; Key comment line 0 ValueName0=Value0 ValueName1=Value1 [KeyName1] ; Key comment line 0 ; Key comment line 1 ValueName0=SomeOtherValueThe cIniFile object stores all the objects in numbered arrays and provides access to the information either based on names (KeyName, ValueName) or zero-based indices.
The objects of this class are created empty. You need to either load a file using ReadFile(), or insert values by hand. Then you can store the object's contents to a disk file using WriteFile(), or just forget everything by destroying the object. Note that the file operations are quite slow.
For storing high-volume low-latency data, use the {{sqlite3}} class. For storing hierarchically-structured data, use the XML format, using the LuaExpat parser in the {{lxp}} class. ]], Functions = { AddHeaderComment = { Params = { { Name = "Comment", Type = "string", }, }, Notes = "Adds a comment to be stored in the file header.", }, AddKeyComment = { { Params = { { Name = "KeyID", Type = "number", }, { Name = "Comment", Type = "string", }, }, Notes = "Adds a comment to be stored in the file under the specified key", }, { Params = { { Name = "KeyName", Type = "string", }, { Name = "Comment", Type = "string", }, }, Notes = "Adds a comment to be stored in the file under the specified key", }, }, AddKeyName = { Params = { { Name = "KeyName", Type = "string", }, }, Returns = { { Type = "number", }, }, Notes = "Adds a new key of the specified name. Returns the KeyID of the new key.", }, AddValue = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "Value", Type = "string", }, }, Notes = "Adds a new value of the specified name to the specified key. If another value of the same name exists in the key, both are kept (nonstandard INI file)", }, AddValueB = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "Value", Type = "boolean", }, }, Notes = "Adds a new bool value of the specified name to the specified key. If another value of the same name exists in the key, both are kept (nonstandard INI file)", }, AddValueF = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "Value", Type = "number", }, }, Notes = "Adds a new float value of the specified name to the specified key. If another value of the same name exists in the key, both are kept (nonstandard INI file)", }, AddValueI = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "Value", Type = "number", }, }, Notes = "Adds a new integer value of the specified name to the specified key. If another value of the same name exists in the key, both are kept (nonstandard INI file)", }, CaseInsensitive = { Notes = "Sets key names' and value names' comparisons to case insensitive (default).", }, CaseSensitive = { Notes = "Sets key names and value names comparisons to case sensitive.", }, Clear = { Notes = "Removes all the in-memory data. Note that , like all the other operations, this doesn't affect any file data.", }, constructor = { Returns = { { Type = "cIniFile", }, }, Notes = "Creates a new empty cIniFile object.", }, DeleteHeaderComment = { Params = { { Name = "CommentID", Type = "number", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Deletes the specified header comment. Returns true if successful.", }, DeleteHeaderComments = { Notes = "Deletes all headers comments.", }, DeleteKey = { Params = { { Name = "KeyName", Type = "string", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Deletes the specified key, and all values in that key. Returns true if successful.", }, DeleteKeyComment = { { Params = { { Name = "KeyID", Type = "number", }, { Name = "CommentID", Type = "number", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Deletes the specified key comment. Returns true if successful.", }, { Params = { { Name = "KeyName", Type = "string", }, { Name = "CommentID", Type = "number", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Deletes the specified key comment. Returns true if successful.", }, }, DeleteKeyComments = { { Params = { { Name = "KeyID", Type = "number", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Deletes all comments for the specified key. Returns true if successful.", }, { Params = { { Name = "KeyName", Type = "string", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Deletes all comments for the specified key. Returns true if successful.", }, }, DeleteValue = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Deletes the specified value. Returns true if successful.", }, DeleteValueByID = { Params = { { Name = "KeyID", Type = "number", }, { Name = "ValueID", Type = "number", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Deletes the specified value. Returns true if successful.", }, FindKey = { Params = { { Name = "KeyName", Type = "string", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the KeyID for the specified key name, or the noID constant if the key doesn't exist.", }, FindValue = { Params = { { Name = "KeyID", Type = "number", }, { Name = "ValueName", Type = "string", }, }, Returns = { { Name = "ValueID", Type = "number", }, }, Notes = "Returns the ValueID for the specified value name, or the noID constant if the specified key doesn't contain a value of that name.", }, Flush = { Returns = { { Type = "boolean", }, }, Notes = "Writes the data stored in the object to the file that was last associated with the object (ReadFile() or WriteFile()). Returns true on success, false on failure.", }, GetHeaderComment = { Params = { { Name = "CommentID", Type = "number", }, }, Returns = { { Type = "string", }, }, Notes = "Returns the specified header comment, or an empty string if such comment doesn't exist", }, GetKeyComment = { { Params = { { Name = "KeyID", Type = "number", }, { Name = "CommentID", Type = "number", }, }, Returns = { { Type = "string", }, }, Notes = "Returns the specified key comment, or an empty string if such a comment doesn't exist", }, { Params = { { Name = "KeyName", Type = "string", }, { Name = "CommentID", Type = "number", }, }, Returns = { { Type = "string", }, }, Notes = "Returns the specified key comment, or an empty string if such a comment doesn't exist", }, }, GetKeyName = { Params = { { Name = "KeyID", Type = "number", }, }, Returns = { { Type = "string", }, }, Notes = "Returns the key name for the specified key ID. Inverse for FindKey().", }, GetNumHeaderComments = { Returns = { { Type = "number", }, }, Notes = "Retuns the number of header comments.", }, GetNumKeyComments = { { Params = { { Name = "KeyID", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the number of comments under the specified key", }, { Params = { { Name = "KeyName", Type = "string", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the number of comments under the specified key", }, }, GetNumKeys = { Returns = { { Type = "number", }, }, Notes = "Returns the total number of keys. This is the range for the KeyID (0 .. GetNumKeys() - 1)", }, GetNumValues = { { Params = { { Name = "KeyID", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the number of values stored under the specified key.", }, { Params = { { Name = "KeyName", Type = "string", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the number of values stored under the specified key.", }, }, GetValue = { { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "DefaultValue", Type = "string", IsOptional = true, }, }, Returns = { { Type = "string", }, }, Notes = "Returns the value of the specified name under the specified key. Returns DefaultValue (empty string if not given) if the value doesn't exist.", }, { Params = { { Name = "KeyID", Type = "number", }, { Name = "ValueID", Type = "number", }, { Name = "DefaultValue", Type = "string", IsOptional = true, }, }, Returns = { { Type = "string", }, }, Notes = "Returns the value of the specified name under the specified key. Returns DefaultValue (empty string if not given) if the value doesn't exist.", }, }, GetValueB = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "DefaultValue", Type = "boolean", IsOptional = true, }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns the value of the specified name under the specified key, as a bool. Returns DefaultValue (false if not given) if the value doesn't exist.", }, GetValueF = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "DefaultValue", Type = "number", IsOptional = true, }, }, Returns = { { Type = "number", }, }, Notes = "Returns the value of the specified name under the specified key, as a floating-point number. Returns DefaultValue (zero if not given) if the value doesn't exist.", }, GetValueI = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "DefaultValue", Type = "number", IsOptional = true, }, }, Returns = { { Type = "number", }, }, Notes = "Returns the value of the specified name under the specified key, as an integer. Returns DefaultValue (zero if not given) if the value doesn't exist.", }, GetValueName = { { Params = { { Name = "KeyID", Type = "number", }, { Name = "ValueID", Type = "number", }, }, Returns = { { Type = "string", }, }, Notes = "Returns the name of the value specified by its ID. Inverse for FindValue().", }, { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueID", Type = "number", }, }, Returns = { { Type = "string", }, }, Notes = "Returns the name of the value specified by its ID. Inverse for FindValue().", }, }, GetValueSet = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "DefaultValue", Type = "string", IsOptional = true, }, }, Returns = { { Type = "string", }, }, Notes = "Returns the value of the specified name under the specified key. If the value doesn't exist, creates it with the specified default (empty string if not given).", }, GetValueSetB = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "DefaultValue", Type = "boolean", IsOptional = true, }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns the value of the specified name under the specified key, as a bool. If the value doesn't exist, creates it with the specified default (false if not given).", }, GetValueSetF = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "DefaultValue", Type = "number", IsOptional = true, }, }, Returns = { { Type = "number", }, }, Notes = "Returns the value of the specified name under the specified key, as a floating-point number. If the value doesn't exist, creates it with the specified default (zero if not given).", }, GetValueSetI = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "DefaultValue", Type = "number", IsOptional = true, }, }, Returns = { { Type = "number", }, }, Notes = "Returns the value of the specified name under the specified key, as an integer. If the value doesn't exist, creates it with the specified default (zero if not given).", }, HasValue = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the specified value is present.", }, ReadFile = { Params = { { Name = "FileName", Type = "string", }, { Name = "AllowExampleFallback", Type = "boolean", IsOptional = true, }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Reads the values from the specified file. Previous in-memory contents are lost. If the file cannot be opened, and AllowExample is true, another file, \"filename.example.ini\", is loaded and then saved as \"filename.ini\". Returns true if successful, false if not.", }, SetValue = { { Params = { { Name = "KeyID", Type = "number", }, { Name = "ValueID", Type = "number", }, { Name = "NewValue", Type = "string", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Overwrites the specified value with a new value. If the specified value doesn't exist, returns false (doesn't add).", }, { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "NewValue", Type = "string", }, { Name = "CreateIfNotExists", Type = "boolean", IsOptional = true, }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Overwrites the specified value with a new value. If CreateIfNotExists is true (default) and the value doesn't exist, it is first created. Returns true if the value was successfully set, false if not (didn't exists, CreateIfNotExists false).", }, }, SetValueB = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "NewValue", Type = "boolean", }, { Name = "CreateIfNotExists", Type = "boolean", IsOptional = true, }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Overwrites the specified value with a new bool value. If CreateIfNotExists is true (default) and the value doesn't exist, it is first created. Returns true if the value was successfully set, false if not (didn't exists, CreateIfNotExists false).", }, SetValueF = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "NewValue", Type = "number", }, { Name = "CreateIfNotExists", Type = "boolean", IsOptional = true, }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Overwrites the specified value with a new floating-point number value. If CreateIfNotExists is true (default) and the value doesn't exist, it is first created. Returns true if the value was successfully set, false if not (didn't exists, CreateIfNotExists false).", }, SetValueI = { Params = { { Name = "KeyName", Type = "string", }, { Name = "ValueName", Type = "string", }, { Name = "NewValue", Type = "number", }, { Name = "CreateIfNotExists", Type = "boolean", IsOptional = true, }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Overwrites the specified value with a new integer value. If CreateIfNotExists is true (default) and the value doesn't exist, it is first created. Returns true if the value was successfully set, false if not (didn't exists, CreateIfNotExists false).", }, WriteFile = { Params = { { Name = "FileName", Type = "string", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Writes the current in-memory data into the specified file. Returns true if successful, false if not.", }, }, Constants = { noID = { Notes = "", }, }, AdditionalInfo = { { Header = "Code example: Reading a simple value", Contents = [[ cIniFile is very easy to use. For example, you can find out what port the server is supposed to use according to settings.ini by using this little snippet:
local IniFile = cIniFile(); if (IniFile:ReadFile("settings.ini")) then ServerPort = IniFile:GetValueI("Server", "Port"); end]], }, { Header = "Code example: Enumerating all objects in a file", Contents = [[ To enumerate all keys in a file, you need to query the total number of keys, using GetNumKeys(), and then query each key's name using GetKeyName(). Similarly, to enumerate all values under a key, you need to query the total number of values using GetNumValues() and then query each value's name using GetValueName().
The following code logs all keynames and their valuenames into the server log:
local IniFile = cIniFile(); IniFile:ReadFile("somefile.ini") local NumKeys = IniFile:GetNumKeys(); for k = 0, (NumKeys - 1) do local NumValues = IniFile:GetNumValues(k); LOG("key \"" .. IniFile:GetKeyName(k) .. "\" has " .. NumValues .. " values:"); for v = 0, (NumValues - 1) do LOG(" value \"" .. IniFile:GetValueName(k, v) .. "\"."); end end]], }, }, }, cInventory = { Desc = [[ This object is used to store the items that a {{cPlayer|cPlayer}} has. It also keeps track of what item the player has currently selected in their hotbar. Internally, the class uses three {{cItemGrid|cItemGrid}} objects to store the contents:
When using the raw slot access functions, such as GetSlot() and SetSlot(), the slots are numbered consecutively, each ItemGrid has its offset and count. To future-proff your plugins, use the named constants instead of hard-coded numbers. ]], Functions = { AddItem = { Params = { { Name = "cItem", Type = "cItem", }, { Name = "AllowNewStacks", Type = "boolean", IsOptional = true, }, }, Returns = { { Type = "number", }, }, Notes = "Adds an item to the storage; if AllowNewStacks is true (default), will also create new stacks in empty slots. Returns the number of items added", }, AddItems = { Params = { { Name = "cItems", Type = "cItems", }, { Name = "AllowNewStacks", Type = "boolean", IsOptional = true, }, }, Returns = { { Type = "number", }, }, Notes = "Same as AddItem, but for several items at once", }, ChangeSlotCount = { Params = { { Name = "SlotNum", Type = "number", }, { Name = "AddToCount", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Adds AddToCount to the count of items in the specified slot. If the slot was empty, ignores the call. Returns the new count in the slot, or -1 if invalid SlotNum", }, Clear = { Notes = "Empties all slots", }, CopyToItems = { Params = { { Name = "cItems", Type = "cItems", }, }, Notes = "Copies all non-empty slots into the cItems object provided; original cItems contents are preserved", }, DamageEquippedItem = { Params = { { Name = "DamageAmount", Type = "number", IsOptional = true, }, }, Returns = { { Name = "HasDestroyed", Type = "boolean", }, }, Notes = "Adds the specified damage (1 by default) to the currently equipped item. Removes the item and returns true if the item reached its max damage and was destroyed.", }, DamageItem = { Params = { { Name = "SlotNum", Type = "number", }, { Name = "DamageAmount", Type = "number", IsOptional = true, }, }, Returns = { { Name = "HasDestroyed", Type = "boolean", }, }, Notes = "Adds the specified damage (1 by default) to the specified item. Removes the item and returns true if the item reached its max damage and was destroyed.", }, GetArmorGrid = { Returns = { { Type = "cItemGrid", }, }, Notes = "Returns the ItemGrid representing the armor grid (1 x 4 slots)", }, GetArmorSlot = { Params = { { Name = "ArmorSlotNum", Type = "number", }, }, Returns = { { Type = "cItem", }, }, Notes = "Returns the specified armor slot contents. Note that the returned item is read-only", }, GetEquippedBoots = { Returns = { { Type = "cItem", }, }, Notes = "Returns the item in the \"boots\" slot of the armor grid. Note that the returned item is read-only", }, GetEquippedChestplate = { Returns = { { Type = "cItem", }, }, Notes = "Returns the item in the \"chestplate\" slot of the armor grid. Note that the returned item is read-only", }, GetEquippedHelmet = { Returns = { { Type = "cItem", }, }, Notes = "Returns the item in the \"helmet\" slot of the armor grid. Note that the returned item is read-only", }, GetEquippedItem = { Returns = { { Type = "cItem", }, }, Notes = "Returns the currently selected item from the hotbar. Note that the returned item is read-only", }, GetEquippedLeggings = { Returns = { { Type = "cItem", }, }, Notes = "Returns the item in the \"leggings\" slot of the armor grid. Note that the returned item is read-only", }, GetEquippedSlotNum = { Returns = { { Type = "number", }, }, Notes = "Returns the hotbar slot number for the currently selected item", }, GetHotbarGrid = { Returns = { { Type = "cItemGrid", }, }, Notes = "Returns the ItemGrid representing the hotbar grid (9 x 1 slots)", }, GetHotbarSlot = { Params = { { Name = "HotBarSlotNum", Type = "number", }, }, Returns = { { Type = "cItem", }, }, Notes = "Returns the specified hotbar slot contents. Note that the returned item is read-only", }, GetInventoryGrid = { Returns = { { Type = "cItemGrid", }, }, Notes = "Returns the ItemGrid representing the main inventory (9 x 3 slots)", }, GetInventorySlot = { Params = { { Name = "InventorySlotNum", Type = "number", }, }, Returns = { { Type = "cItem", }, }, Notes = "Returns the specified main inventory slot contents. Note that the returned item is read-only", }, GetOwner = { Returns = { { Type = "cPlayer", }, }, Notes = "Returns the player whose inventory this object represents", }, GetSlot = { Params = { { Name = "SlotNum", Type = "number", }, }, Returns = { { Type = "cItem", }, }, Notes = "Returns the contents of the specified slot. Note that the returned item is read-only", }, HasItems = { Params = { { Name = "cItem", Type = "cItem", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if there are at least as many items of the specified type as in the parameter", }, HowManyCanFit = { { Params = { { Name = "ItemStack", Type = "cItem", }, { Name = "AllowNewStacks", Type = "boolean", IsOptional = true, }, }, Returns = { { Type = "number", }, }, Notes = "Returns number of items out of a_ItemStack that can fit in the storage. If AllowNewStacks is false, only considers slots already containing the specified item. AllowNewStacks defaults to true if not given.", }, { Params = { { Name = "ItemStack", Type = "cItem", }, { Name = "BeginSlotNum", Type = "number", }, { Name = "EndSlotNum", Type = "number", }, { Name = "AllowNewStacks", Type = "boolean", IsOptional = true, }, }, Returns = { { Type = "number", }, }, Notes = "Returns how many items of the specified type would fit into the slot range specified. If AllowNewStacks is false, only considers slots already containing the specified item. AllowNewStacks defaults to true if not given.", }, }, HowManyItems = { Params = { { Name = "cItem", Type = "cItem", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the number of the specified items that are currently stored", }, RemoveItem = { Params = { { Name = "cItem", Type = "cItem", }, }, Returns = { { Type = "number", }, }, Notes = "Removes the specified item from the inventory, as many as possible, up to the item's m_ItemCount. Returns the number of items that were removed.", }, RemoveOneEquippedItem = { Notes = "Removes one item from the hotbar's currently selected slot", }, SendEquippedSlot = { Notes = "Sends the equipped item slot to the client", }, SetArmorSlot = { Params = { { Name = "ArmorSlotNum", Type = "number", }, { Name = "cItem", Type = "cItem", }, }, Notes = "Sets the specified armor slot contents", }, SetEquippedSlotNum = { Params = { { Name = "EquippedSlotNum", Type = "number", }, }, Notes = "Sets the currently selected hotbar slot number", }, SetHotbarSlot = { Params = { { Name = "HotbarSlotNum", Type = "number", }, { Name = "cItem", Type = "cItem", }, }, Notes = "Sets the specified hotbar slot contents", }, SetInventorySlot = { Params = { { Name = "InventorySlotNum", Type = "number", }, { Name = "cItem", Type = "cItem", }, }, Notes = "Sets the specified main inventory slot contents", }, SetSlot = { Params = { { Name = "SlotNum", Type = "number", }, { Name = "cItem", Type = "cItem", }, }, Notes = "Sets the specified slot contents", }, }, Constants = { invArmorCount = { Notes = "Number of slots in the Armor part", }, invArmorOffset = { Notes = "Starting slot number of the Armor part", }, invHotbarCount = { Notes = "Number of slots in the Hotbar part", }, invHotbarOffset = { Notes = "Starting slot number of the Hotbar part", }, invInventoryCount = { Notes = "Number of slots in the main inventory part", }, invInventoryOffset = { Notes = "Starting slot number of the main inventory part", }, invNumSlots = { Notes = "Total number of slots in a cInventory", }, }, ConstantGroups = { SlotIndices = { Include = "inv.*", TextBefore = [[ Rather than hardcoding numbers, use the following constants for slot indices and counts: ]], }, }, }, cItem = { Desc = [[ cItem is what defines an item or stack of items in the game, it contains the item ID, damage, quantity and enchantments. Each slot in a {{cInventory}} class or a {{cItemGrid}} class is a cItem and each {{cPickup}} contains a cItem. The enchantments are contained in a separate {{cEnchantments}} class and are accessible through the m_Enchantments variable.
To test if a cItem object represents an empty item, do not compare the item type nor the item count, but rather use the IsEmpty() function.
To translate from a cItem to its string representation, use the {{Globals#functions|global function}} ItemToString(), ItemTypeToString() or ItemToFullString(). To translate from a string to a cItem, use the StringToItem() global function. ]], Functions = { AddCount = { Params = { { Name = "AmountToAdd", Type = "number", }, }, Returns = { { Type = "cItem", }, }, Notes = "Adds the specified amount to the item count. Returns self (useful for chaining).", }, Clear = { Notes = "Resets the instance to an empty item", }, constructor = { { Returns = { { Type = "cItem", }, }, Notes = "Creates a new empty cItem object", }, { Params = { { Name = "ItemType", Type = "number", }, { Name = "Count", Type = "number", IsOptional = true, }, { Name = "Damage", Type = "number", IsOptional = true, }, { Name = "EnchantmentString", Type = "string", IsOptional = true, }, { Name = "CustomName", Type = "string", IsOptional = true, }, { Name = "Lore", Type = "string", IsOptional = true, }, }, Returns = { { Type = "cItem", }, }, Notes = "Creates a new cItem object of the specified type, count (1 by default), damage (0 by default), enchantments (non-enchanted by default), CustomName (empty by default) and Lore (string, empty by default)", }, { Params = { { Name = "cItem", Type = "cItem", }, }, Returns = { { Type = "cItem", }, }, Notes = "Creates an exact copy of the cItem object in the parameter", }, }, CopyOne = { Returns = { { Type = "cItem", }, }, Notes = "Creates a copy of this object, with its count set to 1", }, DamageItem = { Params = { { Name = "Amount", Type = "number", IsOptional = true, }, }, Returns = { { Name = "HasReachedMaxDamage", Type = "boolean", }, }, Notes = "Adds the specified damage. Returns true when damage reaches max value and the item should be destroyed (but doesn't destroy the item)", }, Empty = { Notes = "Resets the instance to an empty item", }, EnchantByXPLevels = { Params = { { Name = "NumXPLevels", Type = "number", }, }, Returns = { { Name = "HasEnchanted", Type = "boolean", }, }, Notes = "Randomly enchants the item using the specified number of XP levels. Returns true if the item was enchanted, false if not (not enchantable / too many enchantments already).", }, GetEnchantability = { Returns = { { Type = "number", }, }, Notes = "Returns the enchantability of the item. Returns zero if the item doesn't have enchantability.", }, GetMaxDamage = { Returns = { { Type = "number", }, }, Notes = "Returns the maximum value for damage that this item can get before breaking; zero if damage is not accounted for for this item type", }, GetMaxStackSize = { Returns = { { Type = "number", }, }, Notes = "Returns the maximum stack size for this item.", }, IsBothNameAndLoreEmpty = { Returns = { { Type = "boolean", }, }, Notes = "Returns if both the custom name and lore are not set.", }, IsCustomNameEmpty = { Returns = { { Type = "boolean", }, }, Notes = "Returns if the custom name is empty.", }, IsDamageable = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if this item does account for its damage", }, IsEmpty = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if this object represents an empty item (zero count or invalid ItemType)", }, IsEnchantable = { IsStatic = true, Params = { { Name = "ItemType", Type = "number", }, { Name = "WithBook", Type = "boolean", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the specified item type is enchantable. If WithBook is true, the function is used in the anvil inventory with book enchantments. So it checks the \"only book enchantments\" too. Example: You can only enchant a hoe with a book.", }, IsEqual = { Params = { { Name = "OtherItem", Type = "cItem", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the item in the parameter is the same as the one stored in the object (type, damage, lore, name and enchantments)", }, IsFullStack = { Returns = { { Type = "boolean", }, }, Notes = "Returns true if the item is stacked up to its maximum stacking", }, IsLoreEmpty = { Notes = "Returns if the lore of the cItem is empty.", }, IsSameType = { Params = { { Name = "OtherItem", Type = "cItem", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the item in the parameter is of the same ItemType as the one stored in the object. This is true even if the two items have different enchantments", }, }, Variables = { m_CustomName = { Type = "string", Notes = "The custom name for an item.", }, m_Enchantments = { Type = "{{cEnchantments|cEnchantments}}}", Notes = "The enchantments of the item.", }, m_ItemCount = { Type = "number", Notes = "Number of items in this stack", }, m_ItemDamage = { Type = "number", Notes = "The damage of the item. Zero means no damage. Maximum damage can be queried with GetMaxDamage()", }, m_ItemType = { Type = "number", Notes = "The item type. One of E_ITEM_ or E_BLOCK_ constants", }, m_Lore = { Type = "string", Notes = "The lore for an item. Line breaks are represented by the ` character.", }, m_RepairCost = { Type = "number", Notes = "The repair cost of the item. The anvil need this value", }, }, AdditionalInfo = { { Header = "Usage notes", Contents = [[ Note that the object contained in a cItem class is quite complex and quite often new Minecraft versions add more stuff. Therefore it is recommended to copy cItem objects using the copy-constructor ("local copy = cItem(original);"), this is the only way that guarantees that the object will be copied at full, even with future versions of Cuberite. ]], }, { Header = "Example code", Contents = [[ The following code shows how to create items in several different ways (adapted from the Debuggers plugin):
-- empty item: local Item1 = cItem(); -- enchanted sword, enchantment given as numeric string (bad style; see Item5): local Item2 = cItem(E_ITEM_DIAMOND_SWORD, 1, 0, "1=1"); -- 1 undamaged shovel, no enchantment: local Item3 = cItem(E_ITEM_DIAMOND_SHOVEL); -- Add the Unbreaking enchantment. Note that Vanilla's levelcap isn't enforced: Item3.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 4); -- 1 undamaged pickaxe, no enchantment: local Item4 = cItem(E_ITEM_DIAMOND_PICKAXE); -- Add multiple enchantments: Item4.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 5); Item4.m_Enchantments:SetLevel(cEnchantments.enchEfficiency, 3); -- enchanted chestplate, enchantment given as textual stringdesc (good style) local Item5 = cItem(E_ITEM_DIAMOND_CHESTPLATE, 1, 0, "thorns=1;unbreaking=3");]], }, }, }, cItemFrame = { Functions = { GetItem = { Returns = { { Type = "cItem", IsConst = true, }, }, Notes = "Returns the item in the frame (readonly object, do not modify)", }, GetItemRotation = { Returns = { { Type = "number", }, }, Notes = "Returns the rotation from the item in the frame", }, SetItem = { Params = { { Name = "Item", Type = "cItem", }, }, Notes = "Set the item in the frame", }, SetItemRotation = { Params = { { Name = "ItemRotation", Type = "number", }, }, Notes = "Set the rotation from the item in the frame", }, }, }, cItemGrid = { Desc = [[ This class represents a 2D array of items. It is used as the underlying storage and API for all cases that use a grid of items:
The items contained in this object are accessed either by a pair of XY coords, or a slot number (x + Width * y). There are functions available for converting between the two formats. ]], Functions = { AddItem = { Params = { { Name = "ItemStack", Type = "cItem", }, { Name = "AllowNewStacks", Type = "boolean", IsOptional = true, }, { Name = "PrioritarySlot", Type = "number", IsOptional = true, }, }, Returns = { { Type = "number", }, }, Notes = "Adds as many items out of ItemStack as can fit. If AllowNewStacks is set to false, only existing stacks can be topped up. If AllowNewStacks is set to true (default), empty slots can be used for the rest. If PrioritarySlot is set to a non-negative value, then the corresponding slot will be used first (if empty or compatible with added items). If PrioritarySlot is set to -1 (default), regular order applies. Returns the number of items that fit.", }, AddItems = { Params = { { Name = "ItemStackList", Type = "cItems", }, { Name = "AllowNewStacks", Type = "boolean", IsOptional = true, }, { Name = "PrioritarySlot", Type = "number", IsOptional = true, }, }, Returns = { { Type = "number", }, }, Notes = "Same as AddItem, but works on an entire list of item stacks. The a_ItemStackList is modified to reflect the leftover items. If a_AllowNewStacks is set to false, only existing stacks can be topped up. If AllowNewStacks is set to true, empty slots can be used for the rest. If PrioritarySlot is set to a non-negative value, then the corresponding slot will be used first (if empty or compatible with added items). If PrioritarySlot is set to -1 (default), regular order applies. Returns the total number of items that fit.", }, ChangeSlotCount = { { Params = { { Name = "SlotNum", Type = "number", }, { Name = "AddToCount", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Adds AddToCount to the count of items in the specified slot. If the slot was empty, ignores the call. Returns the new count in the slot, or -1 if invalid SlotNum", }, { Params = { { Name = "X", Type = "number", }, { Name = "Y", Type = "number", }, { Name = "AddToCount", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Adds AddToCount to the count of items in the specified slot. If the slot was empty, ignores the call. Returns the new count in the slot, or -1 if invalid slot coords", }, }, Clear = { Notes = "Empties all slots", }, CopyToItems = { Params = { { Name = "cItems", Type = "cItems", }, }, Notes = "Copies all non-empty slots into the {{cItems}} object provided; original cItems contents are preserved as well.", }, DamageItem = { { Params = { { Name = "SlotNum", Type = "number", }, { Name = "DamageAmount", Type = "number", IsOptional = true, }, }, Returns = { { Name = "HasReachedMaxDamage", Type = "boolean", }, }, Notes = "Adds the specified damage (1 by default) to the specified item, returns true if the item reached its max damage and should be destroyed (but doesn't destroy the item).", }, { Params = { { Name = "X", Type = "number", }, { Name = "Y", Type = "number", }, { Name = "DamageAmount", Type = "number", IsOptional = true, }, }, Returns = { { Name = "HasReachedMaxDamage", Type = "boolean", }, }, Notes = "Adds the specified damage (1 by default) to the specified item, returns true if the item reached its max damage and should be destroyed (but doesn't destroy the item).", }, }, EmptySlot = { { Params = { { Name = "SlotNum", Type = "number", }, }, Notes = "Destroys the item in the specified slot", }, { Params = { { Name = "X", Type = "number", }, { Name = "Y", Type = "number", }, }, Notes = "Destroys the item in the specified slot", }, }, GetFirstEmptySlot = { Returns = { { Type = "number", }, }, Notes = "Returns the SlotNumber of the first empty slot, -1 if all slots are full", }, GetFirstUsedSlot = { Returns = { { Type = "number", }, }, Notes = "Returns the SlotNumber of the first non-empty slot, -1 if all slots are empty", }, GetHeight = { Returns = { { Type = "number", }, }, Notes = "Returns the Y dimension of the grid", }, GetLastEmptySlot = { Returns = { { Type = "number", }, }, Notes = "Returns the SlotNumber of the last empty slot, -1 if all slots are full", }, GetLastUsedSlot = { Returns = { { Type = "number", }, }, Notes = "Returns the SlotNumber of the last non-empty slot, -1 if all slots are empty", }, GetNextEmptySlot = { Params = { { Name = "StartFrom", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the SlotNumber of the first empty slot following StartFrom, -1 if all the following slots are full", }, GetNextUsedSlot = { Params = { { Name = "StartFrom", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the SlotNumber of the first non-empty slot following StartFrom, -1 if all the following slots are full", }, GetNumSlots = { Returns = { { Type = "number", }, }, Notes = "Returns the total number of slots in the grid (Width * Height)", }, GetSlot = { { Params = { { Name = "SlotNumber", Type = "number", }, }, Returns = { { Type = "cItem", }, }, Notes = "Returns the item in the specified slot. Note that the item is read-only", }, { Params = { { Name = "X", Type = "number", }, { Name = "Y", Type = "number", }, }, Returns = { { Type = "cItem", }, }, Notes = "Returns the item in the specified slot. Note that the item is read-only", }, }, GetSlotCoords = { Params = { { Name = "SlotNum", Type = "number", }, }, Returns = { { Type = "number", }, { Type = "number", }, }, Notes = "Returns the X and Y coords for the specified SlotNumber. Returns \"-1, -1\" on invalid SlotNumber", }, GetSlotNum = { Params = { { Name = "X", Type = "number", }, { Name = "Y", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the SlotNumber for the specified slot coords. Returns -1 on invalid coords", }, GetWidth = { Returns = { { Type = "number", }, }, Notes = "Returns the X dimension of the grid", }, HasItems = { Params = { { Name = "ItemStack", Type = "cItem", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if there are at least as many items of the specified type as in the parameter", }, HowManyCanFit = { Params = { { Name = "ItemStack", Type = "cItem", }, { Name = "AllowNewStacks", Type = "boolean", IsOptional = true, }, }, Returns = { { Type = "number", }, }, Notes = "Returns the number of the specified items that can fit in the storage. If AllowNewStacks is true (default), includes empty slots in the returned count.", }, HowManyItems = { Params = { { Name = "Item", Type = "cItem", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the number of the specified item that are currently stored", }, IsSlotEmpty = { { Params = { { Name = "SlotNum", Type = "number", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the specified slot is empty, or an invalid slot is specified", }, { Params = { { Name = "X", Type = "number", }, { Name = "Y", Type = "number", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the specified slot is empty, or an invalid slot is specified", }, }, RemoveItem = { Params = { { Name = "ItemStack", Type = "cItem", }, }, Returns = { { Type = "number", }, }, Notes = "Removes the specified item from the grid, as many as possible, up to ItemStack's m_ItemCount. Returns the number of items that were removed.", }, RemoveOneItem = { { Params = { { Name = "SlotNum", Type = "number", }, }, Returns = { { Type = "cItem", }, }, Notes = "Removes one item from the stack in the specified slot and returns it as a single cItem. Empty slots are skipped and an empty item is returned", }, { Params = { { Name = "X", Type = "number", }, { Name = "Y", Type = "number", }, }, Returns = { { Type = "cItem", }, }, Notes = "Removes one item from the stack in the specified slot and returns it as a single cItem. Empty slots are skipped and an empty item is returned", }, }, SetSlot = { { Params = { { Name = "SlotNum", Type = "number", }, { Name = "cItem", Type = "cItem", }, }, Notes = "Sets the specified slot to the specified item", }, { Params = { { Name = "SlotNum", Type = "number", }, { Name = "ItemType", Type = "number", }, { Name = "ItemCount", Type = "number", }, { Name = "ItemDamage", Type = "number", }, }, Notes = "Sets the specified slot to the specified item", }, { Params = { { Name = "X", Type = "number", }, { Name = "Y", Type = "number", }, { Name = "cItem", Type = "cItem", }, }, Notes = "Sets the specified slot to the specified item", }, { Params = { { Name = "X", Type = "number", }, { Name = "Y", Type = "number", }, { Name = "ItemType", Type = "number", }, { Name = "ItemCount", Type = "number", }, { Name = "ItemDamage", Type = "number", }, }, Notes = "Sets the specified slot to the specified item", }, }, }, AdditionalInfo = { { Header = "Code example: Add items to player inventory", Contents = [[ The following code tries to add 32 sticks to a player's main inventory:
local Items = cItem(E_ITEM_STICK, 32); local PlayerMainInventory = Player:GetInventorySlots(); -- PlayerMainInventory is of type cItemGrid local NumAdded = PlayerMainInventory:AddItem(Items); if (NumAdded == Items.m_ItemCount) then -- All the sticks did fit LOG("Added 32 sticks"); else -- Some (or all) of the sticks didn't fit LOG("Tried to add 32 sticks, but only " .. NumAdded .. " could fit"); end]], }, { Header = "Code example: Damage an item", Contents = [[ The following code damages the helmet in the player's armor and destroys it if it reaches max damage:
local PlayerArmor = Player:GetArmorSlots(); -- PlayerArmor is of type cItemGrid if (PlayerArmor:DamageItem(0)) then -- Helmet is at SlotNum 0 -- The helmet has reached max damage, destroy it: PlayerArmor:EmptySlot(0); end]], }, }, }, cItems = { Desc = [[ This class represents a numbered collection (array) of {{cItem}} objects. The array indices start at zero, each consecutive item gets a consecutive index. This class is used for spawning multiple pickups or for mass manipulating an inventory. ]], Functions = { Add = { { Params = { { Name = "cItem", Type = "cItem", }, }, Notes = "Adds a new item to the end of the collection", }, { Params = { { Name = "ItemType", Type = "number", }, { Name = "ItemCount", Type = "number", }, { Name = "ItemDamage", Type = "number", }, }, Notes = "Adds a new item to the end of the collection", }, }, Clear = { Notes = "Removes all items from the collection", }, constructor = { Returns = { { Type = "cItems", }, }, Notes = "Creates a new cItems object", }, Contains = { Params = { { Name = "Item", Type = "cItem", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the collection contains an item that is fully equivalent to the parameter", }, ContainsType = { Params = { { Name = "Item", Type = "cItem", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the collection contains an item that is the same type as the parameter", }, Delete = { Params = { { Name = "Index", Type = "number", }, }, Notes = "Deletes item at the specified index", }, Get = { Params = { { Name = "Index", Type = "number", }, }, Returns = { { Type = "cItem", }, }, Notes = "Returns the item at the specified index", }, Set = { { Params = { { Name = "Index", Type = "number", }, { Name = "cItem", Type = "cItem", }, }, Notes = "Sets the item at the specified index to the specified item", }, { Params = { { Name = "Index", Type = "number", }, { Name = "ItemType", Type = "number", }, { Name = "ItemCount", Type = "number", }, { Name = "ItemDamage", Type = "number", }, }, Notes = "Sets the item at the specified index to the specified item", }, }, Size = { Returns = { { Type = "number", }, }, Notes = "Returns the number of items in the collection", }, }, }, cJson = { Desc = [[ Exposes the Json parser and serializer available in the server. Plugins can parse Json strings into Lua tables, and serialize Lua tables into Json strings easily. ]], Functions = { Parse = { Params = { { Name = "InputString", Type = "string", }, }, Returns = { { Type = "table", }, }, Notes = "Parses the Json in the input string into a Lua table. Returns nil and detailed error message if parsing fails.", }, Serialize = { Params = { { Name = "table", Type = "table", }, { Name = "options", Type = "table", IsOptional = true, }, }, Returns = { { Type = "string", }, }, Notes = "Serializes the input table into a Json string. The options table, if present, is used to adjust the formatting of the serialized string, see below for details.", }, }, AdditionalInfo = { { Header = "Serializer options", Contents = [[ The "options" parameter given to the cJson:Serialize() function is a dictionary-table of "option name" -> "option value". The serializer warns if any unknown options are used; the following options are recognized:
local t1 = cJson:Parse([[{"a": 1, "b": "2", "c": [3, "4", 5]}]]) assert(t1.a == 1) assert(t1.b == "2") assert(t1.c[1] == 3) assert(t1.c[2] == "4") assert(t1.c[3] == 5)]==], }, { Header = "Code example: Serializing into a Json string", Contents = [[ The following code, adapted from the Debuggers plugin, serializes a simple Lua table into a string, using custom indentation:
local s1 = cJson:Serialize({a = 1, b = "2", c = {3, "4", 5}}, {indentation = " "}) LOG("Serialization result: " .. (s1 or "]], }, }, }, cLuaWindow = { Desc = [[ This class is used by plugins wishing to display a custom window to the player, unrelated to block entities or entities near the player. The window can be of any type and have any contents that the plugin defines. Callbacks for when the player modifies the window contents and when the player closes the window can be set."))
This class inherits from the {{cWindow|cWindow}} class, so all cWindow's functions and constants can be used, in addition to the cLuaWindow-specific functions listed below.
The contents of this window are represented by a {{cWindow|cWindow}}:GetSlot() etc. or {{cPlayer|cPlayer}}:GetInventory() to access the player inventory.
When creating a new cLuaWindow object, you need to specify both the window type and the contents' width and height. Note that Cuberite accepts any combination of these, but opening a window for a player may crash their client if the contents' dimensions don't match the client's expectations.
To open the window for a player, call {{cPlayer|cPlayer}}:OpenWindow(). Multiple players can open window of the same cLuaWindow object. All players see the same items in the window's contents (like chest, unlike crafting table). ]], Functions = { constructor = { Params = { { Name = "WindowType", Type = "cWindow#WindowType", }, { Name = "ContentsWidth", Type = "number", }, { Name = "ContentsHeight", Type = "number", }, { Name = "Title", Type = "string", }, }, Notes = "Creates a new object of this class. The window is not shown to any player yet.", }, GetContents = { Returns = { { Type = "cItemGrid", }, }, Notes = "Returns the cItemGrid object representing the internal storage in this window", }, SetOnClosing = { Params = { { Name = "OnClosingCallback", Type = "function", }, }, Notes = "Sets the function that the window will call when it is about to be closed by a player", }, SetOnSlotChanged = { Params = { { Name = "OnSlotChangedCallback", Type = "function", }, }, Notes = "Sets the function that the window will call when a slot is changed by a player", }, }, AdditionalInfo = { { Header = "Callbacks", Contents = [[ The object calls the following functions at the appropriate time: ]], }, { Header = "OnClosing Callback", Contents = [[ This callback, settable via the SetOnClosing() function, will be called when the player tries to close the window, or the window is closed for any other reason (such as a player disconnecting).
function OnWindowClosing(a_Window, a_Player, a_CanRefuse)
The a_Window parameter is the cLuaWindow object representing the window, a_Player is the player for whom the window is about to close. a_CanRefuse specifies whether the callback can refuse the closing. If the callback returns true and a_CanRefuse is true, the window is not closed (internally, the server sends a new OpenWindow packet to the client). ]], }, { Header = "OnSlotChanged Callback", Contents = [[ This callback, settable via the SetOnSlotChanged() function, will be called whenever the contents of any slot in the window's contents (i. e. NOT in the player inventory!) changes.
function OnWindowSlotChanged(a_Window, a_SlotNum)
The a_Window parameter is the cLuaWindow object representing the window, a_SlotNum is the slot number. There is no reference to a {{cPlayer}}, because the slot change needn't originate from the player action. To get or set the slot, you'll need to retrieve a cPlayer object, for example by calling {{cWorld|cWorld}}:DoWithPlayer().
Any returned values are ignored. ]], }, { Header = "Example", Contents = [[ This example is taken from the Debuggers plugin, used to test the API functionality. It opens a window and refuse to close it 3 times. It also logs slot changes to the server console.
-- Callback that refuses to close the window twice, then allows: local Attempt = 1; local OnClosing = function(Window, Player, CanRefuse) Player:SendMessage("Window closing attempt #" .. Attempt .. "; CanRefuse = " .. tostring(CanRefuse)); Attempt = Attempt + 1; return CanRefuse and (Attempt <= 3); -- refuse twice, then allow, unless CanRefuse is set to true end -- Log the slot changes: local OnSlotChanged = function(Window, SlotNum) LOG("Window \"" .. Window:GetWindowTitle() .. "\" slot " .. SlotNum .. " changed."); end -- Set window contents: -- a_Player is a cPlayer object received from the outside of this code fragment local Window = cLuaWindow(cWindow.wtHopper, 3, 3, "TestWnd"); Window:SetSlot(a_Player, 0, cItem(E_ITEM_DIAMOND, 64)); Window:SetOnClosing(OnClosing); Window:SetOnSlotChanged(OnSlotChanged); -- Open the window: a_Player:OpenWindow(Window);]], }, }, Inherits = "cWindow", }, cMap = { Desc = [[ This class encapsulates a single in-game colored map.
The contents (i.e. pixel data) of a cMap are dynamically updated by each tracked {{cPlayer}} instance. Furthermore, a cMap maintains and periodically updates a list of map decorators, which are objects drawn on the map that can freely move (e.g. Player and item frame pointers). ]], Functions = { EraseData = { Notes = "Erases all pixel data.", }, GetCenterX = { Returns = { { Type = "number", }, }, Notes = "Returns the X coord of the map's center.", }, GetCenterZ = { Returns = { { Type = "number", }, }, Notes = "Returns the Y coord of the map's center.", }, GetDimension = { Returns = { { Type = "eDimension", }, }, Notes = "Returns the dimension of the associated world.", }, GetHeight = { Returns = { { Type = "number", }, }, Notes = "Returns the height of the map.", }, GetID = { Returns = { { Type = "number", }, }, Notes = "Returns the numerical ID of the map. (The item damage value)", }, GetName = { Returns = { { Type = "string", }, }, Notes = "Returns the name of the map.", }, GetNumPixels = { Returns = { { Type = "number", }, }, Notes = "Returns the number of pixels in this map.", }, GetPixel = { Params = { { Name = "PixelX", Type = "number", }, { Name = "PixelZ", Type = "number", }, }, Returns = { { Name = "ColorID", Type = "number", }, }, Notes = "Returns the color of the specified pixel.", }, GetPixelWidth = { Returns = { { Type = "number", }, }, Notes = "Returns the width of a single pixel in blocks.", }, GetScale = { Returns = { { Type = "number", }, }, Notes = "Returns the scale of the map. Range: [0,4]", }, GetWidth = { Returns = { { Type = "number", }, }, Notes = "Returns the width of the map.", }, GetWorld = { Returns = { { Type = "cWorld", }, }, Notes = "Returns the associated world.", }, Resize = { Params = { { Name = "Width", Type = "number", }, { Name = "Height", Type = "number", }, }, Notes = "Resizes the map. WARNING: This will erase the pixel data.", }, SetPixel = { Params = { { Name = "PixelX", Type = "number", }, { Name = "PixelZ", Type = "number", }, { Name = "ColorID", Type = "number", }, }, Returns = { { Name = "IsSuccess", Type = "boolean", }, }, Notes = "Sets the color of the specified pixel. Returns false on error (Out of range).", }, SetPosition = { Params = { { Name = "CenterX", Type = "number", }, { Name = "CenterZ", Type = "number", }, }, Notes = "Relocates the map. The pixel data will not be modified.", }, SetScale = { Params = { { Name = "Scale", Type = "number", }, }, Notes = "Rescales the map. The pixel data will not be modified.", }, }, Constants = { E_BASE_COLOR_BLUE = { Notes = "", }, E_BASE_COLOR_BROWN = { Notes = "", }, E_BASE_COLOR_DARK_BROWN = { Notes = "", }, E_BASE_COLOR_DARK_GRAY = { Notes = "", }, E_BASE_COLOR_DARK_GREEN = { Notes = "", }, E_BASE_COLOR_GRAY_1 = { Notes = "", }, E_BASE_COLOR_GRAY_2 = { Notes = "", }, E_BASE_COLOR_LIGHT_BROWN = { Notes = "", }, E_BASE_COLOR_LIGHT_GRAY = { Notes = "", }, E_BASE_COLOR_LIGHT_GREEN = { Notes = "", }, E_BASE_COLOR_PALE_BLUE = { Notes = "", }, E_BASE_COLOR_RED = { Notes = "", }, E_BASE_COLOR_TRANSPARENT = { Notes = "", }, E_BASE_COLOR_WHITE = { Notes = "", }, }, }, cMapManager = { Desc = [[ This class is associated with a single {{cWorld}} instance and manages a list of maps. ]], Functions = { DoWithMap = { Params = { { Name = "MapID", Type = "number", }, { Name = "CallbackFunction", Type = "function", }, }, Returns = { { Type = "boolean", }, }, Notes = "If a map with the specified ID exists, calls the CallbackFunction for that map. The CallbackFunction has the following signature:
function Callback({{cMap|Map}})Returns true if the map was found and the callback called, false if map not found.", }, GetNumMaps = { Returns = { { Type = "number", }, }, Notes = "Returns the number of registered maps.", }, }, }, cMojangAPI = { Desc = [[ Provides interface to various API functions that Mojang provides through their servers. Note that some of these calls will wait for a response from the network, and so shouldn't be used while the server is fully running (or at least when there are players connected) to avoid percepted lag.
All the functions are static, call them using the cMojangAPI:Function()
convention.
Mojang uses two formats for UUIDs, short and dashed. Cuberite works with short UUIDs internally, but will convert to dashed UUIDs where needed - in the protocol login for example. The MakeUUIDShort() and MakeUUIDDashed() functions are provided for plugins to use for conversion between the two formats.
This class will cache values returned by the API service. The cache will hold the values for 7 days by default, after that, they will no longer be available. This is in order to not let the server get banned from using the API service, since they are rate-limited to 600 queries per 10 minutes. The cache contents also gets updated whenever a player successfully joins, since that makes the server contact the API service, too, and retrieve the relevant data.
]], Functions = { AddPlayerNameToUUIDMapping = { IsStatic = true, Params = { { Name = "PlayerName", Type = "string", }, { Name = "UUID", Type = "string", }, }, Notes = "Adds the specified PlayerName-to-UUID mapping into the cache, with current timestamp. Accepts both short or dashed UUIDs. ", }, GetPlayerNameFromUUID = { IsStatic = true, Params = { { Name = "UUID", Type = "string", }, { Name = "UseOnlyCached", Type = "boolean", IsOptional = true, }, }, Returns = { { Name = "PlayerName", Type = "string", }, }, Notes = "Returns the playername that corresponds to the given UUID, or an empty string on error. If UseOnlyCached is false (the default), queries the Mojang servers if the UUID is not in the cache. The UUID can be either short or dashed.
To spawn a mob in a world, use the {{cWorld}}:SpawnMob() function.
]],
Functions =
{
FamilyFromType =
{
IsStatic = true,
Params =
{
{
Name = "MobType",
Type = "Globals#eMobType",
},
},
Returns =
{
{
Name = "MobFamily",
Type = "cMonster#eFamily",
},
},
Notes = "Returns the mob family ({{cMonster#eFamily|mfXXX}} constants) based on the mob type ({{Globals#eMobType|mtXXX}} constants)",
},
GetAge =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the age of the monster",
},
GetCustomName =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Gets the custom name of the monster. If no custom name is set, the function returns an empty string.",
},
GetMobFamily =
{
Returns =
{
{
Name = "MobFamily",
Type = "cMonster#eFamily",
},
},
Notes = "Returns this mob's family ({{cMonster#eFamily|mfXXX}} constant)",
},
GetMobType =
{
Returns =
{
{
Name = "MobType",
Type = "Globals#eMobType",
},
},
Notes = "Returns the type of this mob ({{Globals#eMobType|mtXXX}} constant)",
},
GetRelativeWalkSpeed =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the relative walk speed of this mob. Standard is 1.0",
},
GetSpawnDelay =
{
IsStatic = true,
Params =
{
{
Name = "MobFamily",
Type = "cMonster#eFamily",
},
},
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the spawn delay - the number of game ticks between spawn attempts - for the specified mob family.",
},
HasCustomName =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the monster has a custom name.",
},
IsBaby =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the monster is a baby",
},
IsCustomNameAlwaysVisible =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Is the custom name of this monster always visible? If not, you only see the name when you sight the mob.",
},
MobTypeToString =
{
IsStatic = true,
Params =
{
{
Name = "MobType",
Type = "Globals#eMobType",
},
},
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the string representing the given mob type ({{Globals#eMobType|mtXXX}} constant), or empty string if unknown type.",
},
MobTypeToVanillaName =
{
IsStatic = true,
Params =
{
{
Name = "MobType",
Type = "Globals#MobType",
},
},
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the vanilla name of the given mob type, or empty string if unknown type.",
},
MoveToPosition =
{
Params =
{
{
Name = "Position",
Type = "Vector3d",
},
},
Notes = "Start moving (using a pathfinder) towards the specified position",
},
SetAge =
{
Params =
{
{
Name = "Age",
Type = "number",
},
},
Notes = "Sets the age of the monster",
},
SetCustomName =
{
Params =
{
{
Name = "CustomName",
Type = "string",
},
},
Notes = "Sets the custom name of the monster. You see the name over the monster. If you want to disable the custom name, simply set an empty string.",
},
SetCustomNameAlwaysVisible =
{
Params =
{
{
Name = "IsCustomNameAlwaysVisible",
Type = "boolean",
},
},
Notes = "Sets the custom name visiblity of this monster. If it's false, you only see the name when you sight the mob. If it's true, you always see the custom name.",
},
SetRelativeWalkSpeed =
{
Params =
{
{
Name = "RelativeWalkSpeed",
Type = "number",
},
},
Notes = "Sets the relative walk speed of this mob. The default relative speed is 1.0.",
},
StringToMobType =
{
IsStatic = true,
Params =
{
{
Name = "MobTypeString",
Type = "string",
},
},
Returns =
{
{
Name = "MobType",
Type = "Globals#eMobType",
},
},
Notes = "Returns the mob type ({{Globals#eMobType|mtXXX}} constant) parsed from the string type (\"creeper\"), or mtInvalidType if unrecognized.",
},
},
Constants =
{
mfAmbient =
{
Notes = "Family: ambient (bat)",
},
mfHostile =
{
Notes = "Family: hostile (blaze, cavespider, creeper, enderdragon, enderman, ghast, giant, magmacube, silverfish, skeleton, slime, spider, witch, wither, zombie, zombiepigman)",
},
mfMaxplusone =
{
Notes = "The maximum family value, plus one. Returned when monster family not recognized.",
},
mfPassive =
{
Notes = "Family: passive (chicken, cow, horse, irongolem, mooshroom, ocelot, pig, sheep, snowgolem, villager, wolf)",
},
mfWater =
{
Notes = "Family: water (squid)",
},
mtBat =
{
Notes = "",
},
mtBlaze =
{
Notes = "",
},
mtCaveSpider =
{
Notes = "",
},
mtChicken =
{
Notes = "",
},
mtCow =
{
Notes = "",
},
mtCreeper =
{
Notes = "",
},
mtEnderDragon =
{
Notes = "",
},
mtEnderman =
{
Notes = "",
},
mtGhast =
{
Notes = "",
},
mtGiant =
{
Notes = "",
},
mtHorse =
{
Notes = "",
},
mtInvalidType =
{
Notes = "Invalid monster type. Returned when monster type not recognized",
},
mtIronGolem =
{
Notes = "",
},
mtMagmaCube =
{
Notes = "",
},
mtMooshroom =
{
Notes = "",
},
mtOcelot =
{
Notes = "",
},
mtPig =
{
Notes = "",
},
mtSheep =
{
Notes = "",
},
mtSilverfish =
{
Notes = "",
},
mtSkeleton =
{
Notes = "",
},
mtSlime =
{
Notes = "",
},
mtSnowGolem =
{
Notes = "",
},
mtSpider =
{
Notes = "",
},
mtSquid =
{
Notes = "",
},
mtVillager =
{
Notes = "",
},
mtWitch =
{
Notes = "",
},
mtWither =
{
Notes = "",
},
mtWolf =
{
Notes = "",
},
mtZombie =
{
Notes = "",
},
mtZombiePigman =
{
Notes = "",
},
},
ConstantGroups =
{
eFamily =
{
Include = "mf.*",
TextBefore = [[
Mobs are divided into families. The following constants are used for individual family types:
]],
},
},
Inherits = "cPawn",
},
cObjective =
{
Desc = [[
This class represents a single scoreboard objective.
]],
Functions =
{
AddScore =
{
Params =
{
{
Name = "string",
Type = "string",
},
{
Name = "number",
Type = "number",
},
},
Returns =
{
{
Name = "Score",
Type = "
NOTE: Instead of comparing the value returned by this function to the gmXXX constants, use the IsGameModeXXX() functions. These functions handle the gamemode inheritance automatically.",
},
GetInventory =
{
Returns =
{
{
Name = "Inventory",
Type = "cInventory",
},
},
Notes = "Returns the player's inventory",
},
GetIP =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the IP address of the player, if available. Returns an empty string if there's no IP to report.",
},
GetLastBedPos =
{
Returns =
{
{
Type = "Vector3i",
},
},
Notes = "Returns the position of the last bed the player has slept in, or the world's spawn if no such position was recorded.",
},
GetMaxSpeed =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the player's current maximum speed, relative to the game default speed. Takes into account the sprinting / flying status.",
},
GetName =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the player's name",
},
GetNormalMaxSpeed =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the player's maximum walking speed, relative to the game default speed. Defaults to 1, but plugins may modify it for faster or slower walking.",
},
GetPermissions =
{
Returns =
{
{
Name = "array-table of strings",
Type = "string",
},
},
Notes = "Returns the list of all permissions that the player has assigned to them through their rank.",
},
GetPlayerListName =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the name that is used in the playerlist.",
},
GetResolvedPermissions =
{
Returns =
{
{
Name = "array-table of string",
Type = "string",
},
},
Notes = "Returns all the player's permissions, as a table. The permissions are stored in the array part of the table, beginning with index 1.",
},
GetSprintingMaxSpeed =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the player's maximum sprinting speed, relative to the game default speed. Defaults to 1.3, but plugins may modify it for faster or slower sprinting.",
},
GetStance =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the player's stance (Y-pos of player's eyes)",
},
GetTeam =
{
Returns =
{
{
Type = "cTeam",
},
},
Notes = "Returns the team that the player belongs to, or nil if none.",
},
GetThrowSpeed =
{
Params =
{
{
Name = "SpeedCoeff",
Type = "number",
},
},
Returns =
{
{
Type = "Vector3d",
},
},
Notes = "Returns the speed vector for an object thrown with the specified speed coeff. Basically returns the normalized look vector multiplied by the coeff, with a slight random variation.",
},
GetThrowStartPos =
{
Returns =
{
{
Type = "Vector3d",
},
},
Notes = "Returns the position where the projectiles should start when thrown by this player.",
},
GetUUID =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the (short) UUID that the player is using. Could be empty string for players that don't have a Mojang account assigned to them (in the future, bots for example).",
},
GetWindow =
{
Returns =
{
{
Type = "cWindow",
},
},
Notes = "Returns the currently open UI window. If the player doesn't have any UI window open, returns the inventory window.",
},
GetXpLevel =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the current XP level (based on current XP amount).",
},
GetXpLifetimeTotal =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the amount of XP that has been accumulated throughout the player's lifetime.",
},
GetXpPercentage =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the percentage of the experience bar - the amount of XP towards the next XP level. Between 0 and 1.",
},
HasCustomName =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player has a custom name.",
},
HasPermission =
{
Params =
{
{
Name = "PermissionString",
Type = "string",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player has the specified permission",
},
Heal =
{
Params =
{
{
Name = "HitPoints",
Type = "number",
},
},
Notes = "Heals the player by the specified amount of HPs. Only positive amounts are expected. Sends a health update to the client.",
},
IsEating =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player is currently eating the item in their hand.",
},
IsFishing =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player is currently fishing",
},
IsFlying =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player is flying.",
},
IsFrozen =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player is frozen. See Freeze()",
},
IsGameModeAdventure =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player is in the gmAdventure gamemode, or has their gamemode unset and the world is a gmAdventure world.",
},
IsGameModeCreative =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player is in the gmCreative gamemode, or has their gamemode unset and the world is a gmCreative world.",
},
IsGameModeSpectator =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player is in the gmSpectator gamemode, or has their gamemode unset and the world is a gmSpectator world.",
},
IsGameModeSurvival =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player is in the gmSurvival gamemode, or has their gamemode unset and the world is a gmSurvival world.",
},
IsInBed =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player is currently lying in a bed.",
},
IsSatiated =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player is satiated (cannot eat).",
},
IsVisible =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the player is visible to other players",
},
LoadRank =
{
Notes = "Reloads the player's rank, message visuals and permissions from the {{cRankManager}}, based on the player's current rank.",
},
MoveTo =
{
Params =
{
{
Name = "NewPosition",
Type = "Vector3d",
},
},
Notes = "Tries to move the player into the specified position.",
},
OpenWindow =
{
Params =
{
{
Name = "Window",
Type = "cWindow",
},
},
Notes = "Opens the specified UI window for the player.",
},
PermissionMatches =
{
IsStatic = true,
Params =
{
{
Name = "Permission",
Type = "string",
},
{
Name = "Template",
Type = "string",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the specified permission matches the specified template. The template may contain asterisk as a wildcard for any word.",
},
PlaceBlock =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "BlockType",
Type = "number",
},
{
Name = "BlockMeta",
Type = "number",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Places a block while impersonating the player. The {{OnPlayerPlacingBlock|HOOK_PLAYER_PLACING_BLOCK}} hook is called before the placement, and if it succeeds, the block is placed and the {{OnPlayerPlacedBlock|HOOK_PLAYER_PLACED_BLOCK}} hook is called. Returns true iff the block is successfully placed. Assumes that the block is in a currently loaded chunk.",
},
Respawn =
{
Notes = "Restores the health, extinguishes fire, makes visible and sends the Respawn packet.",
},
SendAboveActionBarMessage =
{
Params =
{
{
Name = "Message",
Type = "string",
},
},
Notes = "Sends the specified message to the player (shows above action bar, doesn't show for < 1.8 clients).",
},
SendBlocksAround =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "BlockRange",
Type = "number",
IsOptional = true,
},
},
Notes = "Sends all the world's blocks in BlockRange from the specified coords to the player, as a BlockChange packet. Range defaults to 1 (only one block sent).",
},
SendMessage =
{
Params =
{
{
Name = "Message",
Type = "string",
},
},
Notes = "Sends the specified message to the player.",
},
SendMessageFailure =
{
Params =
{
{
Name = "Message",
Type = "string",
},
},
Notes = "Prepends Rose [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. For a command that failed to run because of insufficient permissions, etc.",
},
SendMessageFatal =
{
Params =
{
{
Name = "Message",
Type = "string",
},
},
Notes = "Prepends Red [FATAL] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. For something serious, such as a plugin crash, etc.",
},
SendMessageInfo =
{
Params =
{
{
Name = "Message",
Type = "string",
},
},
Notes = "Prepends Yellow [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. Informational message, such as command usage, etc.",
},
SendMessagePrivateMsg =
{
Params =
{
{
Name = "Message",
Type = "string",
},
{
Name = "SenderName",
Type = "string",
},
},
Notes = "Prepends Light Blue [MSG: *SenderName*] / prepends SenderName and colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. For private messaging.",
},
SendMessageSuccess =
{
Params =
{
{
Name = "Message",
Type = "string",
},
},
Notes = "Prepends Green [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. Success notification.",
},
SendMessageWarning =
{
Params =
{
{
Name = "Message",
Type = "string",
},
},
Notes = "Prepends Rose [WARN] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. Denotes that something concerning, such as plugin reload, is about to happen.",
},
SendRotation =
{
Params =
{
{
Name = "YawDegrees",
Type = "number",
},
{
Name = "PitchDegrees",
Type = "number",
},
},
Notes = "Sends the specified rotation to the player, forcing them to look that way",
},
SendSystemMessage =
{
Params =
{
{
Name = "Message",
Type = "string",
},
},
Notes = "Sends the specified message to the player (doesn't show for < 1.8 clients).",
},
SetBedPos =
{
Params =
{
{
Name = "Position",
Type = "Vector3i",
},
{
Name = "World",
Type = "cWorld*",
IsOptional = true,
},
},
Notes = "Sets the position and world of the player's respawn point, which is also known as the bed position. The player will respawn at this position and world upon death. If the world is not specified, it is set to the player's current world.",
},
SetCanFly =
{
Params =
{
{
Name = "CanFly",
Type = "boolean",
},
},
Notes = "Sets if the player can fly or not.",
},
SetCrouch =
{
Params =
{
{
Name = "IsCrouched",
Type = "boolean",
},
},
Notes = "Sets the crouch state, broadcasts the change to other players.",
},
SetCurrentExperience =
{
Params =
{
{
Name = "XPAmount",
Type = "number",
},
},
Notes = "Sets the current amount of experience (and indirectly, the XP level).",
},
SetCustomName =
{
Params =
{
{
Name = "CustomName",
Type = "string",
},
},
Notes = "Sets the custom name for this player. If you want to disable the custom name, simply set an empty string. The custom name will be used in the tab-list, in the player nametag and in the tab-completion.",
},
SetFlying =
{
Params =
{
{
Name = "IsFlying",
Type = "boolean",
},
},
Notes = "Sets if the player is flying or not.",
},
SetFlyingMaxSpeed =
{
Params =
{
{
Name = "FlyingMaxSpeed",
Type = "number",
},
},
Notes = "Sets the flying maximum speed, relative to the game default speed. The default value is 1. Sends the updated speed to the client.",
},
SetFoodExhaustionLevel =
{
Params =
{
{
Name = "ExhaustionLevel",
Type = "number",
},
},
Notes = "Sets the food exhaustion to the specified level.",
},
SetFoodLevel =
{
Params =
{
{
Name = "FoodLevel",
Type = "number",
},
},
Notes = "Sets the food level (number of half-drumsticks on-screen)",
},
SetFoodPoisonedTicksRemaining =
{
Params =
{
{
Name = "FoodPoisonedTicksRemaining",
Type = "number",
},
},
Notes = "Sets the number of ticks remaining for food poisoning. Doesn't send foodpoisoning effect to the client, use FoodPoison() for that.",
},
SetFoodSaturationLevel =
{
Params =
{
{
Name = "FoodSaturationLevel",
Type = "number",
},
},
Notes = "Sets the food saturation (overcharge of the food level).",
},
SetFoodTickTimer =
{
Params =
{
{
Name = "FoodTickTimer",
Type = "number",
},
},
Notes = "Sets the number of ticks past the last food-based heal or damage action; when this timer reaches 80, a new heal / damage is applied.",
},
SetGameMode =
{
Params =
{
{
Name = "NewGameMode",
Type = "Globals#GameMode",
},
},
Notes = "Sets the gamemode for the player. The new gamemode overrides the world's default gamemode, unless it is set to gmInherit.",
},
SetIsFishing =
{
Params =
{
{
Name = "IsFishing",
Type = "boolean",
},
{
Name = "FloaterEntityID",
Type = "number",
IsOptional = true,
},
},
Notes = "Sets the 'IsFishing' flag for the player. The floater entity ID is expected for the true variant, it can be omitted when IsFishing is false. FIXME: Undefined behavior when multiple fishing rods are used simultanously",
},
SetName =
{
Params =
{
{
Name = "Name",
Type = "string",
},
},
Notes = "Sets the player name. This rename will NOT be visible to any players already in the server who are close enough to see this player.",
},
SetNormalMaxSpeed =
{
Params =
{
{
Name = "NormalMaxSpeed",
Type = "number",
},
},
Notes = "Sets the normal (walking) maximum speed, relative to the game default speed. The default value is 1. Sends the updated speed to the client, if appropriate.",
},
SetSprint =
{
Params =
{
{
Name = "IsSprinting",
Type = "boolean",
},
},
Notes = "Sets whether the player is sprinting or not.",
},
SetSprintingMaxSpeed =
{
Params =
{
{
Name = "SprintingMaxSpeed",
Type = "number",
},
},
Notes = "Sets the sprinting maximum speed, relative to the game default speed. The default value is 1.3. Sends the updated speed to the client, if appropriate.",
},
SetTeam =
{
Params =
{
{
Name = "Team",
Type = "cTeam",
},
},
Notes = "Moves the player to the specified team.",
},
SetVisible =
{
Params =
{
{
Name = "IsVisible",
Type = "boolean",
},
},
Notes = "Sets the player visibility to other players",
},
TossEquippedItem =
{
Params =
{
{
Name = "Amount",
Type = "number",
IsOptional = true,
},
},
Notes = "Tosses the item that the player has selected in their hotbar. Amount defaults to 1.",
},
TossHeldItem =
{
Params =
{
{
Name = "Amount",
Type = "number",
IsOptional = true,
},
},
Notes = "Tosses the item held by the cursor, when the player is in a UI window. Amount defaults to 1.",
},
TossPickup =
{
Params =
{
{
Name = "Item",
Type = "cItem",
},
},
Notes = "Tosses a pickup newly created from the specified item.",
},
Unfreeze =
{
Notes = "Allows the player to move again, canceling the effects of Freeze()",
},
XpForLevel =
{
IsStatic = true,
Params =
{
{
Name = "XPLevel",
Type = "number",
},
},
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the total amount of XP needed for the specified XP level. Inverse of CalcLevelFromXp().",
},
},
Constants =
{
EATING_TICKS =
{
Notes = "Number of ticks required for consuming an item.",
},
MAX_FOOD_LEVEL =
{
Notes = "The maximum food level value. When the food level is at this value, the player cannot eat.",
},
MAX_HEALTH =
{
Notes = "The maximum health value",
},
},
Inherits = "cPawn",
},
cRankManager =
{
Desc = [[
Manages the players' permissions. The players are assigned a single rank, which contains groups of
permissions. The functions in this class query or modify these.
All the functions are static, call them using the cRankManager:Function()
convention.
The players are identified by their UUID, to support player renaming.
The rank also contains specific "mesage visuals" - bits that are used for formatting messages from the players. There's a message prefix, which is put in front of every message the player sends, and the message suffix that is appended to each message. There's also a PlayerNameColorCode, which holds the color that is used for the player's name in the messages.
Each rank can contain any number of permission groups. These groups allow for an easier setup of the permissions - you can share groups among ranks, so the usual approach is to group similar permissions together and add that group to any rank that should use those permissions.
Permissions are added to individual groups. Each group can support unlimited permissions. Note that adding a permission to a group will make the permission available to all the ranks that contain that permission group.
One rank is reserved as the Default rank. All players that don't have an explicit rank assigned to them will behave as if assigned to this rank. The default rank can be changed to any other rank at any time. Note that the default rank cannot be removed from the RankManager - RemoveRank() will change the default rank to the replacement rank, if specified, and fail if no replacement rank is specified. Renaming the default rank using RenameRank() will change the default rank to the new name. ]], Functions = { AddGroup = { Params = { { Name = "GroupName", Type = "string", }, }, Notes = "Adds the group of the specified name. Logs a warning and does nothing if the group already exists.", }, AddGroupToRank = { Params = { { Name = "GroupName", Type = "string", }, { Name = "RankName", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Adds the specified group to the specified rank. Returns true on success, false on failure - if the group name or the rank name is not found.", }, AddPermissionToGroup = { Params = { { Name = "Permission", Type = "string", }, { Name = "GroupName", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Adds the specified permission to the specified group. Returns true on success, false on failure - if the group name is not found.", }, AddRank = { Params = { { Name = "RankName", Type = "string", }, { Name = "MsgPrefix", Type = "string", }, { Name = "MsgSuffix", Type = "string", }, { Name = "MsgNameColorCode", Type = "string", }, }, Notes = "Adds a new rank of the specified name and with the specified message visuals. Logs an info message and does nothing if the rank already exists.", }, ClearPlayerRanks = { Notes = "Removes all player ranks from the database. Note that this doesn't change the cPlayer instances for the already connected players, you need to update all the instances manually.", }, GetAllGroups = { Returns = { { Type = "table", }, }, Notes = "Returns an array-table containing the names of all the groups that are known to the manager.", }, GetAllPermissions = { Returns = { { Type = "table", }, }, Notes = "Returns an array-table containing all the permissions that are known to the manager.", }, GetAllPlayerUUIDs = { Returns = { { Type = "table", }, }, Notes = "Returns the short uuids of all players stored in the rank DB, sorted by the players' names (case insensitive).", }, GetAllRanks = { Returns = { { Type = "table", }, }, Notes = "Returns an array-table containing the names of all the ranks that are known to the manager.", }, GetDefaultRank = { Returns = { { Type = "string", }, }, Notes = "Returns the name of the default rank. ", }, GetGroupPermissions = { Params = { { Name = "GroupName", Type = "string", }, }, Returns = { { Type = "table", }, }, Notes = "Returns an array-table containing the permissions that the specified group contains.", }, GetPlayerGroups = { Params = { { Name = "PlayerUUID", Type = "string", }, }, Returns = { { Type = "table", }, }, Notes = "Returns an array-table of the names of the groups that are assigned to the specified player through their rank. Returns an empty table if the player is not known or has no rank or groups assigned to them.", }, GetPlayerMsgVisuals = { Params = { { Name = "PlayerUUID", Type = "string", }, }, Returns = { { Name = "MsgPrefix", Type = "string", }, { Name = "MsgSuffix", Type = "string", }, { Name = "MsgNameColorCode", Type = "string", }, }, Notes = "Returns the message visuals assigned to the player. If the player is not explicitly assigned a rank, the default rank's visuals are returned. If there is an error, no value is returned at all.", }, GetPlayerName = { Params = { { Name = "PlayerUUID", Type = "string", }, }, Returns = { { Name = "PlayerName", Type = "string", }, }, Notes = "Returns the last name that the specified player has, for a player in the ranks database. An empty string is returned if the player isn't in the database.", }, GetPlayerPermissions = { Params = { { Name = "PlayerUUID", Type = "string", }, }, Returns = { { Type = "table", }, }, Notes = "Returns an array-table containing all permissions that the specified player is assigned through their rank. Returns the default rank's permissions if the player has no explicit rank assigned to them. Returns an empty array on error.", }, GetPlayerRankName = { Params = { { Name = "PlayerUUID", Type = "string", }, }, Returns = { { Name = "RankName", Type = "string", }, }, Notes = "Returns the name of the rank that is assigned to the specified player. An empty string (NOT the default rank) is returned if the player has no rank assigned to them.", }, GetRankGroups = { Params = { { Name = "RankName", Type = "string", }, }, Returns = { { Type = "table", }, }, Notes = "Returns an array-table of the names of all the groups that are assigned to the specified rank. Returns an empty table if there is no such rank.", }, GetRankPermissions = { Params = { { Name = "RankName", Type = "string", }, }, Returns = { { Type = "table", }, }, Notes = "Returns an array-table of all the permissions that are assigned to the specified rank through its groups. Returns an empty table if there is no such rank.", }, GetRankVisuals = { Params = { { Name = "RankName", Type = "string", }, }, Returns = { { Name = "MsgPrefix", Type = "string", }, { Name = "MsgSuffix", Type = "string", }, { Name = "MsgNameColorCode", Type = "string", }, }, Notes = "Returns the message visuals for the specified rank. Returns no value if the specified rank does not exist.", }, GroupExists = { Params = { { Name = "GroupName", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true iff the specified group exists.", }, IsGroupInRank = { Params = { { Name = "GroupName", Type = "string", }, { Name = "RankName", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true iff the specified group is assigned to the specified rank.", }, IsPermissionInGroup = { Params = { { Name = "Permission", Type = "string", }, { Name = "GroupName", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true iff the specified permission is assigned to the specified group.", }, IsPlayerRankSet = { Params = { { Name = "PlayerUUID", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true iff the specified player has a rank assigned to them.", }, RankExists = { Params = { { Name = "RankName", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true iff the specified rank exists.", }, RemoveGroup = { Params = { { Name = "GroupName", Type = "string", }, }, Notes = "Removes the specified group completely. The group will be removed from all the ranks using it and then erased from the manager. Logs an info message and does nothing if the group doesn't exist.", }, RemoveGroupFromRank = { Params = { { Name = "GroupName", Type = "string", }, { Name = "RankName", Type = "string", }, }, Notes = "Removes the specified group from the specified rank. The group will still exist, even if it isn't assigned to any rank. Logs an info message and does nothing if the group or rank doesn't exist.", }, RemovePermissionFromGroup = { Params = { { Name = "Permission", Type = "string", }, { Name = "GroupName", Type = "string", }, }, Notes = "Removes the specified permission from the specified group. Logs an info message and does nothing if the group doesn't exist.", }, RemovePlayerRank = { Params = { { Name = "PlayerUUID", Type = "string", }, }, Notes = "Removes the player's rank; the player's left without a rank. Note that this doesn't change the {{cPlayer}} instances for the already connected players, you need to update all the instances manually. No action if the player has no rank assigned to them already.", }, RemoveRank = { Params = { { Name = "RankName", Type = "string", }, { Name = "ReplacementRankName", Type = "string", IsOptional = true, }, }, Notes = "Removes the specified rank. If ReplacementRankName is given, the players that have RankName will get their rank set to ReplacementRankName. If it isn't given, or is an invalid rank, the players will be removed from the manager, their ranks will be unset completely. Logs an info message and does nothing if the rank is not found.", }, RenameGroup = { Params = { { Name = "OldName", Type = "string", }, { Name = "NewName", Type = "string", }, }, Notes = "Renames the specified group. Logs an info message and does nothing if the group is not found or the new name is already used.", }, RenameRank = { Params = { { Name = "OldName", Type = "string", }, { Name = "NewName", Type = "string", }, }, Notes = "Renames the specified rank. Logs an info message and does nothing if the rank is not found or the new name is already used.", }, SetDefaultRank = { Params = { { Name = "RankName", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Sets the specified rank as the default rank. Returns true on success, false on failure (rank doesn't exist).", }, SetPlayerRank = { Params = { { Name = "PlayerUUID", Type = "string", }, { Name = "PlayerName", Type = "string", }, { Name = "RankName", Type = "string", }, }, Notes = "Updates the rank for the specified player. The player name is provided for reference, the UUID is used for identification. Logs a warning and does nothing if the rank is not found.", }, SetRankVisuals = { Params = { { Name = "RankName", Type = "string", }, { Name = "MsgPrefix", Type = "string", }, { Name = "MsgSuffix", Type = "string", }, { Name = "MsgNameColorCode", Type = "string", }, }, Notes = "Updates the rank's message visuals. Logs an info message and does nothing if rank not found.", }, }, }, cRoot = { Desc = [[ This class represents the root of Cuberite's object hierarchy. There is always only one cRoot object. It manages and allows querying all the other objects, such as {{cServer}}, {{cPluginManager}}, individual {{cWorld|worlds}} etc.
To get the singleton instance of this object, you call the cRoot:Get() function. Then you can call the individual functions on this object. Note that some of the functions are static and don't need the instance, they are to be called directly on the cRoot class, such as cRoot:GetPhysicalRAMUsage() ]], Functions = { BroadcastChat = { { Params = { { Name = "MessageText", Type = "string", }, { Name = "MessageType", Type = "eMessageType", }, }, Notes = "Broadcasts a message to all players, with its message type set to MessageType (default: mtCustom).", }, { Params = { { Name = "CompositeChat", Type = "cCompositeChat", }, }, Notes = "Broadcasts a {{cCompositeChat|composite chat message}} to all players.", }, }, BroadcastChatDeath = { Params = { { Name = "MessageText", Type = "string", }, }, Notes = "Broadcasts the specified message to all players, with its message type set to mtDeath. Use for when a player has died.", }, BroadcastChatFailure = { Params = { { Name = "MessageText", Type = "string", }, }, Notes = "Broadcasts the specified message to all players, with its message type set to mtFailure. Use for a command that failed to run because of insufficient permissions, etc.", }, BroadcastChatFatal = { Params = { { Name = "MessageText", Type = "string", }, }, Notes = "Broadcasts the specified message to all players, with its message type set to mtFatal. Use for a plugin that crashed, or similar.", }, BroadcastChatInfo = { Params = { { Name = "MessageText", Type = "string", }, }, Notes = "Broadcasts the specified message to all players, with its message type set to mtInfo. Use for informational messages, such as command usage.", }, BroadcastChatJoin = { Params = { { Name = "MessageText", Type = "string", }, }, Notes = "Broadcasts the specified message to all players, with its message type set to mtJoin. Use for players joining the server.", }, BroadcastChatLeave = { Params = { { Name = "MessageText", Type = "string", }, }, Notes = "Broadcasts the specified message to all players, with its message type set to mtLeave. Use for players leaving the server.", }, BroadcastChatSuccess = { Params = { { Name = "MessageText", Type = "string", }, }, Notes = "Broadcasts the specified message to all players, with its message type set to mtSuccess. Use for success messages.", }, BroadcastChatWarning = { Params = { { Name = "MessageText", Type = "string", }, }, Notes = "Broadcasts the specified message to all players, with its message type set to mtWarning. Use for concerning events, such as plugin reload etc.", }, DoWithPlayerByUUID = { Params = { { Name = "PlayerUUID", Type = "string", }, { Name = "CallbackFunction", Type = "function", }, }, Returns = { { Type = "boolean", }, }, Notes = "If there is the player with the uuid, calls the CallbackFunction with the {{cPlayer}} parameter representing the player. The CallbackFunction has the following signature:
function Callback({{cPlayer|Player}})The function returns false if the player was not found, or whatever bool value the callback returned if the player was found.", }, FindAndDoWithPlayer = { Params = { { Name = "PlayerName", Type = "string", }, { Name = "CallbackFunction", Type = "function", }, }, Returns = { { Type = "boolean", }, }, Notes = "Calls the given callback function for the player with the name best matching the name string provided.
function Callback({{cPlayer|Player}})", }, ForEachPlayer = { Params = { { Name = "CallbackFunction", Type = "function", }, }, Notes = "Calls the given callback function for each player. The callback function has the following signature:
function Callback({{cPlayer|cPlayer}})", }, ForEachWorld = { Params = { { Name = "CallbackFunction", Type = "function", }, }, Notes = "Calls the given callback function for each world. The callback function has the following signature:
function Callback({{cWorld|cWorld}})", }, Get = { IsStatic = true, Returns = { { Type = "cRoot", }, }, Notes = "Returns the one and only cRoot object.", }, GetBrewingRecipe = { IsStatic = true, Params = { { Name = "Bottle", Type = "cItem", }, { Name = "Ingredient", Type = "cItem", }, }, Returns = { { Type = "cItem", }, }, Notes = "Returns the result item, if a recipe has been found to brew the Ingredient into Bottle. If no recipe is found, returns no value.", }, GetBuildCommitID = { IsStatic = true, Returns = { { Type = "string", }, }, Notes = "For official builds (Travis CI / Jenkins) it returns the exact commit hash used for the build. For unofficial local builds, returns the approximate commit hash (since the true one cannot be determined), formatted as \"approx: <CommitHash>\".", }, GetBuildDateTime = { IsStatic = true, Returns = { { Type = "string", }, }, Notes = "For official builds (Travic CI / Jenkins) it returns the date and time of the build. For unofficial local builds, returns the approximate datetime of the commit (since the true one cannot be determined), formatted as \"approx: <DateTime-iso8601>\".", }, GetBuildID = { IsStatic = true, Returns = { { Type = "string", }, }, Notes = "For official builds (Travis CI / Jenkins) it returns the unique ID of the build, as recognized by the build system. For unofficial local builds, returns the string \"Unknown\".", }, GetBuildSeriesName = { IsStatic = true, Returns = { { Type = "string", }, }, Notes = "For official builds (Travis CI / Jenkins) it returns the series name of the build (for example \"Cuberite Windows x64 Master\"). For unofficial local builds, returns the string \"local build\".", }, GetCraftingRecipes = { Returns = { { Type = "cCraftingRecipe", }, }, Notes = "Returns the CraftingRecipes object", }, GetDefaultWorld = { Returns = { { Type = "cWorld", }, }, Notes = "Returns the world object from the default world.", }, GetFurnaceFuelBurnTime = { IsStatic = true, Params = { { Name = "Fuel", Type = "cItem", }, }, Returns = { { Type = "number", }, }, Notes = "Returns the number of ticks for how long the item would fuel a furnace. Returns zero if not a fuel.", }, GetFurnaceRecipe = { IsStatic = true, Params = { { Name = "InItem", Type = "cItem", }, }, Returns = { { Name = "OutItem", Type = "cItem", }, { Name = "NumTicks", Type = "number", }, { Name = "InItem", Type = "cItem", }, }, Notes = "Returns the furnace recipe for smelting the specified input. If a recipe is found, returns the smelted result, the number of ticks required for the smelting operation, and the input consumed (note that Cuberite supports smelting M items into N items and different smelting rates). If no recipe is found, returns no value.", }, GetPhysicalRAMUsage = { Returns = { { Type = "number", }, }, Notes = "Returns the amount of physical RAM that the entire Cuberite process is using, in KiB. Negative if the OS doesn't support this query.", }, GetPluginManager = { Returns = { { Type = "cPluginManager", }, }, Notes = "Returns the cPluginManager object.", }, GetPrimaryServerVersion = { Returns = { { Type = "number", }, }, Notes = "Returns the servers primary server version.", }, GetProtocolVersionTextFromInt = { Params = { { Name = "ProtocolVersionNumber", Type = "number", }, }, Returns = { { Type = "string", }, }, Notes = "Returns the Minecraft client version from the given Protocol version number. If there is no version found, it returns 'Unknown protocol (Number)'", }, GetServer = { Returns = { { Type = "cServer", }, }, Notes = "Returns the cServer object.", }, GetServerUpTime = { Returns = { { Type = "number", }, }, Notes = "Returns the uptime of the server in seconds.", }, GetTotalChunkCount = { Returns = { { Type = "number", }, }, Notes = "Returns the amount of loaded chunks.", }, GetVirtualRAMUsage = { Returns = { { Type = "number", }, }, Notes = "Returns the amount of virtual RAM that the entire Cuberite process is using, in KiB. Negative if the OS doesn't support this query.", }, GetWebAdmin = { Returns = { { Type = "cWebAdmin", }, }, Notes = "Returns the cWebAdmin object.", }, GetWorld = { Params = { { Name = "WorldName", Type = "string", }, }, Returns = { { Type = "cWorld", }, }, Notes = "Returns the cWorld object of the given world. It returns nil if there is no world with the given name.", }, QueueExecuteConsoleCommand = { Params = { { Name = "Message", Type = "string", }, }, Notes = "Queues a console command for execution through the cServer class. The command will be executed in the tick thread. The command's output will be sent to console.", }, SaveAllChunks = { Notes = "Saves all the chunks in all the worlds. Note that the saving is queued on each world's tick thread and this functions returns before the chunks are actually saved.", }, SetPrimaryServerVersion = { Params = { { Name = "Protocol Version", Type = "number", }, }, Notes = "Sets the servers PrimaryServerVersion to the given protocol number.", }, }, AdditionalInfo = { { Header = "Querying a furnace recipe", Contents = [[ To find the furnace recipe for an item, use the following code (adapted from the Debuggers plugin's /fr command):
local HeldItem = a_Player:GetEquippedItem(); local Out, NumTicks, In = cRoot:GetFurnaceRecipe(HeldItem); -- Note STATIC call - no need for a Get() if (Out ~= nil) then -- There is a recipe, list it: a_Player:SendMessage( "Furnace turns " .. ItemToFullString(In) .. " to " .. ItemToFullString(Out) .. " in " .. NumTicks .. " ticks (" .. tostring(NumTicks / 20) .. " seconds)." ); else -- No recipe found a_Player:SendMessage("There is no furnace recipe that would smelt " .. ItemToString(HeldItem)); end]], }, }, }, cScoreboard = { Desc = [[ This class manages the objectives and teams of a single world. ]], Functions = { AddPlayerScore = { Params = { { Name = "Name", Type = "string", }, { Name = "Type", Type = "
function Callback({{cObjective|Objective}})The callback should return false or no value to continue with the next objective, or true to abort the enumeration.", }, ForEachTeam = { Params = { { Name = "CallbackFunction", Type = "function", }, }, Returns = { { Type = "boolean", }, }, Notes = "Calls the specified callback for each team in the scoreboard. Returns true if all teams have been processed (including when there are zero teams), or false if the callback function has aborted the enumeration by returning true. The callback function has the following signature:
function Callback({{cObjective|Objective}})The callback should return false or no value to continue with the next team, or true to abort the enumeration.", }, GetNumObjectives = { Returns = { { Type = "number", }, }, Notes = "Returns the nuber of registered objectives.", }, GetNumTeams = { Returns = { { Type = "number", }, }, Notes = "Returns the number of registered teams.", }, GetObjective = { Params = { { Name = "string", Type = "string", }, }, Returns = { { Type = "cObjective", }, }, Notes = "Returns the objective with the specified name.", }, GetObjectiveIn = { Params = { { Name = "DisplaySlot", Type = "
It used to support broadcasting chat messages to all players, this functionality has been moved to
{{cRoot}}:BroadcastChat().
]],
Functions =
{
DoesAllowMultiLogin =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if players can log in multiple times from the same account (normally used for debugging), false if only one player per name is allowed.",
},
GetDescription =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the server description set in the settings.ini.",
},
GetMaxPlayers =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the max amount of players who can join the server.",
},
GetNumPlayers =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the amount of players online.",
},
GetServerID =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the ID of the server?",
},
IsHardcore =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the server is hardcore (players get banned on death).",
},
IsPlayerInQueue =
{
Params =
{
{
Name = "Username",
Type = "
All functions in this class are static, so they should be called in the dot convention:
local CompressedString = cStringCompression.CompressStringGZIP("DataToCompress")
]],
Functions =
{
CompressStringGZIP =
{
Params =
{
{
Name = "Data",
Type = "string",
},
},
Returns =
{
{
Type = "string",
},
},
Notes = "Compresses data in a string using GZIP",
},
CompressStringZLIB =
{
Params =
{
{
Name = "Data",
Type = "string",
},
{
Name = "factor",
Type = "number",
},
},
Returns =
{
{
Type = "string",
},
},
Notes = "Compresses data in a string using ZLIB. Factor 0 is no compression and factor 9 is maximum compression.",
},
InflateString =
{
Params =
{
{
Name = "Data",
Type = "string",
},
},
Returns =
{
{
Type = "string",
},
},
Notes = "Uncompresses a string using Inflate",
},
UncompressStringGZIP =
{
Params =
{
{
Name = "Data",
Type = "string",
},
},
Returns =
{
{
Type = "string",
},
},
Notes = "Uncompress a string using GZIP",
},
UncompressStringZLIB =
{
Params =
{
{
Name = "Data",
Type = "string",
},
{
Name = "UncompressedLength",
Type = "number",
},
},
Returns =
{
{
Type = "string",
},
},
Notes = "Uncompresses Data using ZLIB",
},
},
},
cTeam =
{
Desc = [[
This class manages a single player team.
]],
Functions =
{
AddPlayer =
{
Params =
{
{
Name = "PlayerName",
Type = "string",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Adds a player to this team. Returns true if the operation was successful.",
},
AllowsFriendlyFire =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns whether team friendly fire is allowed.",
},
CanSeeFriendlyInvisible =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns whether players can see invisible teammates.",
},
GetDisplayName =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the display name of the team.",
},
GetName =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the internal name of the team.",
},
GetNumPlayers =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the number of registered players.",
},
GetPrefix =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the prefix prepended to the names of the members of this team.",
},
GetSuffix =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the suffix appended to the names of the members of this team.",
},
HasPlayer =
{
Params =
{
{
Name = "PlayerName",
Type = "string",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns whether the specified player is a member of this team.",
},
RemovePlayer =
{
Params =
{
{
Name = "PlayerName",
Type = "string",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Removes the player with the specified name from this team. Returns true if the operation was successful.",
},
Reset =
{
Notes = "Removes all players from this team.",
},
SetCanSeeFriendlyInvisible =
{
Params =
{
{
Name = "CanSeeFriendlyInvisible",
Type = "boolean",
},
},
Notes = "Set whether players can see invisible teammates.",
},
SetDisplayName =
{
Params =
{
{
Name = "DisplayName",
Type = "string",
},
},
Notes = "Sets the display name of this team. (i.e. what will be shown to the players)",
},
SetFriendlyFire =
{
Params =
{
{
Name = "AllowFriendlyFire",
Type = "boolean",
},
},
Notes = "Sets whether team friendly fire is allowed.",
},
SetPrefix =
{
Params =
{
{
Name = "Prefix",
Type = "string",
},
},
Notes = "Sets the prefix prepended to the names of the members of this team.",
},
SetSuffix =
{
Params =
{
{
Name = "Suffix",
Type = "string",
},
},
Notes = "Sets the suffix appended to the names of the members of this team.",
},
},
},
cTNTEntity =
{
Desc = "This class manages a TNT entity.",
Functions =
{
Explode =
{
Notes = "Explode the tnt.",
},
GetFuseTicks =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the fuse ticks - the number of game ticks until the tnt explodes.",
},
SetFuseTicks =
{
Params =
{
{
Name = "TicksUntilExplosion",
Type = "number",
},
},
Notes = "Set the fuse ticks until the tnt will explode.",
},
},
Inherits = "cEntity",
},
cUrlParser =
{
Desc = [[
Provides a parser for generic URLs that returns the individual components of the URL.
Note that all functions are static. Call them by using "cUrlParser:Parse(...)" etc.
]],
Functions =
{
GetDefaultPort =
{
IsStatic = true,
Params =
{
{
Name = "Scheme",
Type = "
local Scheme, Username, Password, Host, Port, Path, Query, Fragment = cUrlParser:Parse(
"http://anonymous:user@example.com@ftp.cuberite.org:9921/releases/2015/?sort=date#files"
)
if not(Scheme) then
-- Parsing failed, the second returned value (in Username) is the error message:
LOG(" Error: " .. (Username or "
]],
},
},
},
cWebPlugin =
{
Desc = "",
Functions =
{
},
},
cWindow =
{
Desc = [[
This class is the common ancestor for all window classes used by Cuberite. It is inherited by the
{{cLuaWindow|cLuaWindow}} class that plugins use for opening custom windows. It is planned to be
used for window-related hooks in the future. It implements the basic functionality of any
window.
Note that one cWindow object can be used for multiple players at the same time, and therefore the slot contents are player-specific (e. g. crafting grid, or player inventory). Thus the GetSlot() and SetSlot() functions need to have the {{cPlayer|cPlayer}} parameter that specifies the player for whom the contents are to be queried.
Windows also have numeric properties, these are used to set the progressbars for furnaces or the XP
costs for enchantment tables.
]],
Functions =
{
GetSlot =
{
Params =
{
{
Name = "Player",
Type = "cPlayer",
},
{
Name = "SlotNumber",
Type = "number",
},
},
Returns =
{
{
Type = "cItem",
},
},
Notes = "Returns the item at the specified slot for the specified player. Returns nil and logs to server console on error.",
},
GetWindowID =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the ID of the window, as used by the network protocol",
},
GetWindowTitle =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the window title that will be displayed to the player",
},
GetWindowType =
{
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the type of the window, one of the constants in the table above",
},
GetWindowTypeName =
{
Returns =
{
{
Type = "string",
},
},
Notes = "Returns the textual representation of the window's type, such as \"minecraft:chest\".",
},
IsSlotInPlayerHotbar =
{
Params =
{
{
Name = "SlotNum",
Type = "number",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the specified slot number is in the player hotbar",
},
IsSlotInPlayerInventory =
{
Params =
{
{
Name = "SlotNum",
Type = "number",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the specified slot number is in the player's main inventory or in the hotbar. Note that this returns false for armor slots!",
},
IsSlotInPlayerMainInventory =
{
Params =
{
{
Name = "SlotNum",
Type = "number",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the specified slot number is in the player's main inventory",
},
SetProperty =
{
Params =
{
{
Name = "PropertyID",
Type = "number",
},
{
Name = "PropartyValue",
Type = "
The world data is held in individual chunks. Each chunk consists of 16 (x) * 16 (z) * 256 (y) blocks, each block is specified by its block type (8-bit) and block metadata (4-bit). Additionally, each block has two light values calculated - skylight (how much daylight it receives) and blocklight (how much light from light-emissive blocks it receives), both 4-bit.
Each world runs several separate threads used for various housekeeping purposes, the most important of those is the Tick thread. This thread updates the game logic 20 times per second, and it is the thread where all the gameplay actions are evaluated. Liquid physics, entity interactions, player ovement etc., all are applied in this thread.
Additional threads include the generation thread (generates new chunks as needed, storage thread (saves and loads chunk from the disk), lighting thread (updates block light values) and the chunksender thread (compresses chunks to send to the clients).
The world provides access to all its {{cPlayer|players}}, {{cEntity|entities}} and {{cBlockEntity|block entities}}. Because of multithreading issues, individual objects cannot be retrieved for indefinite handling, but rather must be modified in callbacks, within which they are guaranteed to stay valid.
Physics for individual blocks are handled by the simulators. These will fire in each tick for all blocks that have been scheduled for simulator update ("simulator wakeup"). The simulators include liquid physics, falling blocks, fire spreading and extinguishing and redstone.
Game time is also handled by the world. It provides the time-of-day and the total world age.
]],
Functions =
{
AreCommandBlocksEnabled =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns whether command blocks are enabled on the (entire) server",
},
BroadcastBlockAction =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "ActionByte1",
Type = "function OnChunkAvailable(ChunkX, ChunkZ)\
function OnAllChunksAvailable()
All return values from the callbacks are ignored.",
},
CreateProjectile =
{
Params =
{
{
Name = "X",
Type = "number",
},
{
Name = "Y",
Type = "number",
},
{
Name = "Z",
Type = "number",
},
{
Name = "ProjectileKind",
Type = "cProjectileEntity",
},
{
Name = "Creator",
Type = "cEntity",
},
{
Name = "Originating Item",
Type = "cItem",
},
{
Name = "Speed",
Type = "Vector3d",
IsOptional = true,
},
},
Notes = "Creates a new projectile of the specified kind at the specified coords. The projectile's creator is set to Creator (may be nil). The item that created the projectile entity, commonly the {{cPlayer|player}}'s currently equipped item, is used at present for fireworks to correctly set their entity metadata. It is not used for any other projectile. Optional speed indicates the initial speed for the projectile.",
},
DigBlock =
{
Params =
{
{
Name = "X",
Type = "number",
},
{
Name = "Y",
Type = "number",
},
{
Name = "Z",
Type = "number",
},
},
Notes = "Replaces the specified block with air, without dropping the usual pickups for the block. Wakes up the simulators for the block and its neighbors.",
},
DoExplosionAt =
{
Params =
{
{
Name = "Force",
Type = "function Callback({{cBeaconEntity|BeaconEntity}})
The function returns false if there is no beacon, or if there is, it returns the bool value that the callback has returned.",
},
DoWithBlockEntityAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is a block entity at the specified coords, calls the CallbackFunction with the {{cBlockEntity}} parameter representing the block entity. The CallbackFunction has the following signature: function Callback({{cBlockEntity|BlockEntity}})
The function returns false if there is no block entity, or if there is, it returns the bool value that the callback has returned. Use {{tolua}}.cast() to cast the Callback's BlockEntity parameter to the correct {{cBlockEntity}} descendant.",
},
DoWithBrewingstandAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is a brewingstand at the specified coords, calls the CallbackFunction with the {{cBrewingstandEntity}} parameter representing the brewingstand. The CallbackFunction has the following signature: function Callback({{cBrewingstandEntity|cBrewingstandEntity}})
The function returns false if there is no brewingstand, or if there is, it returns the bool value that the callback has returned.",
},
DoWithChestAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is a chest at the specified coords, calls the CallbackFunction with the {{cChestEntity}} parameter representing the chest. The CallbackFunction has the following signature: function Callback({{cChestEntity|ChestEntity}})
The function returns false if there is no chest, or if there is, it returns the bool value that the callback has returned.",
},
DoWithCommandBlockAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is a command block at the specified coords, calls the CallbackFunction with the {{cCommandBlockEntity}} parameter representing the command block. The CallbackFunction has the following signature: function Callback({{cCommandBlockEntity|CommandBlockEntity}})
The function returns false if there is no command block, or if there is, it returns the bool value that the callback has returned.",
},
DoWithDispenserAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is a dispenser at the specified coords, calls the CallbackFunction with the {{cDispenserEntity}} parameter representing the dispenser. The CallbackFunction has the following signature: function Callback({{cDispenserEntity|DispenserEntity}})
The function returns false if there is no dispenser, or if there is, it returns the bool value that the callback has returned.",
},
DoWithDropperAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is a dropper at the specified coords, calls the CallbackFunction with the {{cDropperEntity}} parameter representing the dropper. The CallbackFunction has the following signature: function Callback({{cDropperEntity|DropperEntity}})
The function returns false if there is no dropper, or if there is, it returns the bool value that the callback has returned.",
},
DoWithDropSpenserAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is a dropper or a dispenser at the specified coords, calls the CallbackFunction with the {{cDropSpenserEntity}} parameter representing the dropper or dispenser. The CallbackFunction has the following signature: function Callback({{cDropSpenserEntity|DropSpenserEntity}})
Note that this can be used to access both dispensers and droppers in a similar way. The function returns false if there is neither dispenser nor dropper, or if there is, it returns the bool value that the callback has returned.",
},
DoWithEntityByID =
{
Params =
{
{
Name = "EntityID",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If an entity with the specified ID exists, calls the callback with the {{cEntity}} parameter representing the entity. The CallbackFunction has the following signature: function Callback({{cEntity|Entity}})
The function returns false if the entity was not found, and it returns the same bool value that the callback has returned if the entity was found.",
},
DoWithFlowerPotAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is a flower pot at the specified coords, calls the CallbackFunction with the {{cFlowerPotEntity}} parameter representing the flower pot. The CallbackFunction has the following signature: function Callback({{cFlowerPotEntity|FlowerPotEntity}})
The function returns false if there is no flower pot, or if there is, it returns the bool value that the callback has returned.",
},
DoWithFurnaceAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is a furnace at the specified coords, calls the CallbackFunction with the {{cFurnaceEntity}} parameter representing the furnace. The CallbackFunction has the following signature: function Callback({{cFurnaceEntity|FurnaceEntity}})
The function returns false if there is no furnace, or if there is, it returns the bool value that the callback has returned.",
},
DoWithMobHeadAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is a mob head at the specified coords, calls the CallbackFunction with the {{cMobHeadEntity}} parameter representing the furnace. The CallbackFunction has the following signature: function Callback({{cMobHeadEntity|MobHeadEntity}})
The function returns false if there is no mob head, or if there is, it returns the bool value that the callback has returned.",
},
DoWithNoteBlockAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is a note block at the specified coords, calls the CallbackFunction with the {{cNoteEntity}} parameter representing the note block. The CallbackFunction has the following signature: function Callback({{cNoteEntity|NoteEntity}})
The function returns false if there is no note block, or if there is, it returns the bool value that the callback has returned.",
},
DoWithPlayer =
{
Params =
{
{
Name = "PlayerName",
Type = "string",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is a player of the specified name (exact match), calls the CallbackFunction with the {{cPlayer}} parameter representing the player. The CallbackFunction has the following signature: function Callback({{cPlayer|Player}})
The function returns false if the player was not found, or whatever bool value the callback returned if the player was found.",
},
DoWithPlayerByUUID =
{
Params =
{
{
Name = "PlayerUUID",
Type = "string",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "If there is the player with the uuid, calls the CallbackFunction with the {{cPlayer}} parameter representing the player. The CallbackFunction has the following signature: function Callback({{cPlayer|Player}})
The function returns false if the player was not found, or whatever bool value the callback returned if the player was found.",
},
FastSetBlock =
{
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "BlockType",
Type = "number",
},
{
Name = "BlockMeta",
Type = "number",
},
},
Notes = "Sets the block at the specified coords, without waking up the simulators or replacing the block entities for the previous block type. Do not use if the block being replaced has a block entity tied to it!",
},
{
Params =
{
{
Name = "BlockCoords",
Type = "Vector3i",
},
{
Name = "BlockType",
Type = "number",
},
{
Name = "BlockMeta",
Type = "number",
},
},
Notes = "Sets the block at the specified coords, without waking up the simulators or replacing the block entities for the previous block type. Do not use if the block being replaced has a block entity tied to it!",
},
},
FindAndDoWithPlayer =
{
Params =
{
{
Name = "PlayerName",
Type = "string",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Calls the given callback function for the player with the name best matching the name string provided.
This function is case-insensitive and will match partial names.
Returns false if player not found or there is ambiguity, true otherwise. The CallbackFunction has the following signature: function Callback({{cPlayer|Player}})
",
},
ForEachBlockEntityInChunk =
{
Params =
{
{
Name = "ChunkX",
Type = "number",
},
{
Name = "ChunkZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Calls the specified callback for each block entity in the chunk. Returns true if all block entities in the chunk have been processed (including when there are zero block entities), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: function Callback({{cBlockEntity|BlockEntity}})
The callback should return false or no value to continue with the next block entity, or true to abort the enumeration. Use {{tolua}}.cast() to cast the Callback's BlockEntity parameter to the correct {{cBlockEntity}} descendant.",
},
ForEachBrewingstandInChunk =
{
Params =
{
{
Name = "ChunkX",
Type = "number",
},
{
Name = "ChunkZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Calls the specified callback for each brewingstand in the chunk. Returns true if all brewingstands in the chunk have been processed (including when there are zero brewingstands), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: function Callback({{cBrewingstandEntity|cBrewingstandEntity}})
The callback should return false or no value to continue with the next brewingstand, or true to abort the enumeration.",
},
ForEachChestInChunk =
{
Params =
{
{
Name = "ChunkX",
Type = "number",
},
{
Name = "ChunkZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Calls the specified callback for each chest in the chunk. Returns true if all chests in the chunk have been processed (including when there are zero chests), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: function Callback({{cChestEntity|ChestEntity}})
The callback should return false or no value to continue with the next chest, or true to abort the enumeration.",
},
ForEachEntity =
{
Params =
{
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Calls the specified callback for each entity in the loaded world. Returns true if all the entities have been processed (including when there are zero entities), or false if the callback function has aborted the enumeration by returning true. The callback function has the following signature: function Callback({{cEntity|Entity}})
The callback should return false or no value to continue with the next entity, or true to abort the enumeration.",
},
ForEachEntityInBox =
{
Params =
{
{
Name = "Box",
Type = "cBoundingBox",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Calls the specified callback for each entity in the specified bounding box. Returns true if all the entities have been processed (including when there are zero entities), or false if the callback function has aborted the enumeration by returning true. If any chunk within the bounding box is not valid, it is silently skipped without any notification. The callback function has the following signature: function Callback({{cEntity|Entity}})
The callback should return false or no value to continue with the next entity, or true to abort the enumeration.",
},
ForEachEntityInChunk =
{
Params =
{
{
Name = "ChunkX",
Type = "number",
},
{
Name = "ChunkZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Calls the specified callback for each entity in the specified chunk. Returns true if all the entities have been processed (including when there are zero entities), or false if the chunk is not loaded or the callback function has aborted the enumeration by returning true. The callback function has the following signature: function Callback({{cEntity|Entity}})
The callback should return false or no value to continue with the next entity, or true to abort the enumeration.",
},
ForEachFurnaceInChunk =
{
Params =
{
{
Name = "ChunkX",
Type = "number",
},
{
Name = "ChunkZ",
Type = "number",
},
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Calls the specified callback for each furnace in the chunk. Returns true if all furnaces in the chunk have been processed (including when there are zero furnaces), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: function Callback({{cFurnaceEntity|FurnaceEntity}})
The callback should return false or no value to continue with the next furnace, or true to abort the enumeration.",
},
ForEachPlayer =
{
Params =
{
{
Name = "CallbackFunction",
Type = "function",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Calls the specified callback for each player in the loaded world. Returns true if all the players have been processed (including when there are zero players), or false if the callback function has aborted the enumeration by returning true. The callback function has the following signature: function Callback({{cPlayer|Player}})
The callback should return false or no value to continue with the next player, or true to abort the enumeration.",
},
GenerateChunk =
{
Params =
{
{
Name = "ChunkX",
Type = "number",
},
{
Name = "ChunkZ",
Type = "number",
},
},
Notes = "Queues the specified chunk in the chunk generator. Ignored if the chunk is already generated (use RegenerateChunk() to force chunk re-generation).",
},
GetBiomeAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
},
Returns =
{
{
Name = "eBiome",
Type = "EMCSBiome",
},
},
Notes = "Returns the biome at the specified coords. Reads the biome from the chunk, if it is loaded, otherwise it uses the chunk generator to provide the biome value.",
},
GetBlock =
{
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
},
Returns =
{
{
Name = "BLOCKTYPE",
Type = "number",
},
},
Notes = "Returns the block type of the block at the specified coords, or 0 if the appropriate chunk is not loaded.",
},
{
Params =
{
{
Name = "BlockCoords",
Type = "Vector3i",
},
},
Returns =
{
{
Name = "BLOCKTYPE",
Type = "number",
},
},
Notes = "Returns the block type of the block at the specified coords, or 0 if the appropriate chunk is not loaded.",
},
},
GetBlockBlockLight =
{
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
},
Returns =
{
{
Type = "number",
},
},
Notes = "Returns the amount of block light at the specified coords, or 0 if the appropriate chunk is not loaded.",
},
{
Params =
{
{
Name = "{{Vector3i|Pos}",
Type = "function Callback(ChunkX, ChunkZ)
",
},
QueueBlockForTick =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "TicksToWait",
Type = "number",
},
},
Notes = "Queues the specified block to be ticked after the specified number of gameticks.",
},
QueueSaveAllChunks =
{
Notes = "Queues all chunks to be saved in the world storage thread",
},
QueueSetBlock =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "BlockType",
Type = "number",
},
{
Name = "BlockMeta",
Type = "number",
},
{
Name = "TickDelay",
Type = "number",
},
},
Notes = "Queues the block to be set to the specified blocktype and meta after the specified amount of game ticks. Uses SetBlock() for the actual setting, so simulators are woken up and block entities are handled correctly.",
},
QueueTask =
{
Params =
{
{
Name = "TaskFunction",
Type = "function()
All return values from the function are ignored. Note that this function is actually called *after* the QueueTask() function returns. Note that it is unsafe to store references to Cuberite objects, such as entities, across from the caller to the task handler function; store the EntityID instead.",
},
QueueUnloadUnusedChunks =
{
Notes = "Queues a cTask that unloads chunks that are no longer needed and are saved.",
},
RegenerateChunk =
{
Params =
{
{
Name = "ChunkX",
Type = "number",
},
{
Name = "ChunkZ",
Type = "number",
},
},
Notes = "Queues the specified chunk to be re-generated, overwriting the current data. To queue a chunk for generating only if it doesn't exist, use the GenerateChunk() instead.",
},
ScheduleTask =
{
Params =
{
{
Name = "DelayTicks",
Type = "number",
},
{
Name = "TaskFunction",
Type = "function({{cWorld|World}})
All return values from the function are ignored. Note that it is unsafe to store references to Cuberite objects, such as entities, across from the caller to the task handler function; store the EntityID instead.",
},
SendBlockTo =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "Player",
Type = "cPlayer",
},
},
Notes = "Sends the block at the specified coords to the specified player's client, as an UpdateBlock packet.",
},
SetAreaBiome =
{
{
Params =
{
{
Name = "MinX",
Type = "number",
},
{
Name = "MaxX",
Type = "number",
},
{
Name = "MinZ",
Type = "number",
},
{
Name = "MaxZ",
Type = "number",
},
{
Name = "Biome",
Type = "EMCSBiome",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Sets the biome in the rectangular area specified. Returns true if successful, false if any of the chunks were unloaded.",
},
{
Params =
{
{
Name = "Cuboid",
Type = "cCuboid",
},
{
Name = "Biome",
Type = "EMCSBiome",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Sets the biome in the cuboid specified. Returns true if successful, false if any of the chunks were unloaded. The cuboid needn't be sorted.",
},
},
SetBiomeAt =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "Biome",
Type = "EMCSBiome",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Sets the biome at the specified block coords. Returns true if successful, false otherwise.",
},
SetBlock =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "BlockType",
Type = "number",
},
{
Name = "BlockMeta",
Type = "number",
},
{
Name = "ShouldSendToClients",
Type = "boolean",
IsOptional = true,
},
},
Notes = "Sets the block at the specified coords, replaces the block entities for the previous block type, creates a new block entity for the new block, if appropriate, and wakes up the simulators. This is the preferred way to set blocks, as opposed to FastSetBlock(), which is only to be used under special circumstances. If ShouldSendToClients is true (default), the change is broadcast to all players who have this chunk loaded; if false, the change is made server-side only.",
},
SetBlockMeta =
{
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "BlockMeta",
Type = "number",
},
{
Name = "ShouldMarkChunkDirty",
Type = "boolean",
IsOptional = true,
},
{
Name = "ShouldSendToClients",
Type = "boolean",
IsOptional = true,
},
},
Notes = "Sets the meta for the block at the specified coords. If ShouldMarkChunkDirty is true (default), the chunk is marked dirty and will be saved later on. If ShouldSendToClients is true (default), the change is broadcast to all clients who have the chunk loaded, if false, the change is kept server-side only.",
},
{
Params =
{
{
Name = "BlockCoords",
Type = "Vector3i",
},
{
Name = "BlockMeta",
Type = "number",
},
},
Notes = "Sets the meta for the block at the specified coords.",
},
},
SetChunkAlwaysTicked =
{
Params =
{
{
Name = "ChunkX",
Type = "number",
},
{
Name = "ChunkZ",
Type = "number",
},
{
Name = "IsAlwaysTicked",
Type = "boolean",
},
},
Notes = "Sets the chunk to always be ticked even when it doesn't contain any clients. IsAlwaysTicked set to true turns forced ticking on, set to false turns it off. Every call with 'true' should be paired with a later call with 'false', otherwise the ticking won't stop. Multiple actions can request ticking independently, the ticking will continue until the last call with 'false'. Note that when the chunk unloads, it loses the value of this flag.",
},
SetCommandBlockCommand =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "Command",
Type = "string",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Sets the command to be executed in a command block at the specified coordinates. Returns if command was changed.",
},
SetCommandBlocksEnabled =
{
Params =
{
{
Name = "AreEnabled",
Type = "boolean",
},
},
Notes = "Sets whether command blocks should be enabled on the (entire) server.",
},
SetDaylightCycleEnabled =
{
Params =
{
{
Name = "IsEnabled",
Type = "boolean",
},
},
Notes = "Starts or stops the daylight cycle.",
},
SetLinkedEndWorldName =
{
Params =
{
{
Name = "WorldName",
Type = "string",
},
},
Notes = "Sets the name of the world that the end portal should link to.",
},
SetLinkedNetherWorldName =
{
Params =
{
{
Name = "WorldName",
Type = "string",
},
},
Notes = "Sets the name of the world that the nether portal should link to.",
},
SetLinkedOverworldName =
{
Params =
{
{
Name = "WorldName",
Type = "string",
},
},
Notes = "Sets the name of the world that the nether portal should link to?",
},
SetMaxNetherPortalHeight =
{
Params =
{
{
Name = "Height",
Type = "number",
},
},
Notes = "Sets the maximum height for a nether portal",
},
SetMaxNetherPortalWidth =
{
Params =
{
{
Name = "Width",
Type = "number",
},
},
Notes = "Sets the maximum width for a nether portal",
},
SetMaxViewDistance =
{
Params =
{
{
Name = "MaxViewDistance",
Type = "number",
},
},
Notes = "Sets the maximum viewdistance of the players in the world. This maximum takes precedence over each player's ViewDistance setting.",
},
SetMinNetherPortalHeight =
{
Params =
{
{
Name = "Height",
Type = "number",
},
},
Notes = "Sets the minimum height for a nether portal",
},
SetMinNetherPortalWidth =
{
Params =
{
{
Name = "Width",
Type = "number",
},
},
Notes = "Sets the minimum width for a nether portal",
},
SetNextBlockTick =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
},
Notes = "Sets the blockticking to start at the specified block in the next tick.",
},
SetShouldUseChatPrefixes =
{
Returns =
{
{
Name = "ShouldUseChatPrefixes",
Type = "boolean",
},
},
Notes = "Sets whether coloured chat prefixes such as [INFO] is used with the SendMessageXXX() or BroadcastChatXXX(), or simply the entire message is coloured in the respective colour.",
},
SetSignLines =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "Line1",
Type = "string",
},
{
Name = "Line2",
Type = "string",
},
{
Name = "Line3",
Type = "string",
},
{
Name = "Line4",
Type = "string",
},
{
Name = "Player",
Type = "cPlayer",
IsOptional = true,
},
},
Notes = "Sets the sign text at the specified coords. The sign-updating hooks are called for the change. The Player parameter is used to indicate the player from whom the change has come, it may be nil.",
},
SetSpawn =
{
Params =
{
{
Name = "X",
Type = "number",
},
{
Name = "Y",
Type = "number",
},
{
Name = "Z",
Type = "number",
},
},
Returns =
{
{
Type = "boolean",
},
},
Notes = "Sets the default spawn at the specified coords. Returns false if the new spawn couldn't be stored in the INI file.",
},
SetTicksUntilWeatherChange =
{
Params =
{
{
Name = "NumTicks",
Type = "number",
},
},
Notes = "Sets the number of ticks after which the weather will be changed.",
},
SetTimeOfDay =
{
Params =
{
{
Name = "TimeOfDayTicks",
Type = "number",
},
},
Notes = "Sets the time of day, expressed as number of ticks past sunrise, in the range 0 .. 24000.",
},
SetTNTShrapnelLevel =
{
Params =
{
{
Name = "ShrapnelLevel",
Type = "Globals#ShrapnelLevel",
},
},
Notes = "Sets the Shrampel level of the world.",
},
SetTrapdoorOpen =
{
Params =
{
{
Name = "BlockX",
Type = "number",
},
{
Name = "BlockY",
Type = "number",
},
{
Name = "BlockZ",
Type = "number",
},
{
Name = "IsOpen",
Type = "boolean",
},
},
Notes = "Opens or closes a trapdoor at the specific coordinates.",
},
SetWeather =
{
Params =
{
{
Name = "Weather",
Type = "eWeather",
},
},
Notes = "Sets the current weather (wSunny, wRain, wStorm) and resets the TicksUntilWeatherChange to the default value for the new weather. The normal weather-changing hooks are called for the change.",
},
ShouldBroadcastAchievementMessages =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the server should broadcast achievement messages in this world.",
},
ShouldBroadcastDeathMessages =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the server should broadcast death messages in this world.",
},
ShouldLavaSpawnFire =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns true if the world is configured to spawn fires near lava (world.ini: [Physics].ShouldLavaSpawnFire value)",
},
ShouldUseChatPrefixes =
{
Returns =
{
{
Type = "boolean",
},
},
Notes = "Returns whether coloured chat prefixes are prepended to chat messages or the entire message is simply coloured.",
},
SpawnBoat =
{
Params =
{
{
Name = "X",
Type = "number",
},
{
Name = "Y",
Type = "number",
},
{
Name = "Z",
Type = "number",
},
},
Returns =
{
{
Name = "EntityID",
Type = "number",
},
},
Notes = "Spawns a boat at the specific coordinates. Returns the entity ID of the new boat, or {{cEntity#NO_ID|cEntity.NO_ID}} if no boat was created.",
},
SpawnExperienceOrb =
{
Params =
{
{
Name = "X",
Type = "number",
},
{
Name = "Y",
Type = "number",
},
{
Name = "Z",
Type = "number",
},
{
Name = "Reward",
Type = "
Instead, the cWorld provides access to these objects using callbacks. The plugin provides a function that is called and receives the object as a parameter; cWorld guarantees that while the callback is executing, the object will stay valid. If a plugin needs to "remember" the object outside of the callback, it needs to store the entity ID, blockentity coords or player name.
The following code examples show how to use the callbacks
This code teleports player Player to another player named ToName in the same world:
-- Player is a cPlayer object -- ToName is a string -- World is a cWorld object World:ForEachPlayer( function (a_OtherPlayer) if (a_OtherPlayer:GetName() == ToName) then Player:TeleportToEntity(a_OtherPlayer); end );
This code fills each furnace in the chunk with 64 coals:
-- Player is a cPlayer object -- World is a cWorld object World:ForEachFurnaceInChunk(Player:GetChunkX(), Player:GetChunkZ(), function (a_Furnace) a_Furnace:SetFuelSlot(cItem(E_ITEM_COAL, 64)); end );
This code teleports all spiders up by 100 blocks:
-- World is a cWorld object World:ForEachEntity( function (a_Entity) if not(a_Entity:IsMob()) then return; end -- Get the cMonster out of cEntity, now that we know the entity represents one. local Monster = tolua.cast(a_Entity, "cMonster"); if (Monster:GetMobType() == mtSpider) then Monster:TeleportToCoords(Monster:GetPosX(), Monster:GetPosY() + 100, Monster:GetPosZ()); end end );]], }, }, }, Globals = { Desc = [[ These functions are available directly, without a class instance. Any plugin can call them at any time. ]], Functions = { AddFaceDirection = { Params = { { Name = "BlockX", Type = "number", }, { Name = "BlockY", Type = "number", }, { Name = "BlockZ", Type = "number", }, { Name = "BlockFace", Type = "eBlockFace", }, { Name = "IsInverse", Type = "boolean", IsOptional = true, }, }, Returns = { { Name = "BlockX", Type = "number", }, { Name = "BlockY", Type = "number", }, { Name = "BlockZ", Type = "number", }, }, Notes = "Returns the coords of a block adjacent to the specified block through the specified {{Globals#BlockFaces|face}}", }, BlockFaceToString = { Params = { { Name = "eBlockFace", Type = "eBlockFace", }, }, Returns = { { Type = "string", }, }, Notes = "Returns the string representation of the {{Globals#BlockFaces|eBlockFace}} constant. Uses the axis-direction-based names, such as BLOCK_FACE_XP.", }, BlockStringToType = { Params = { { Name = "BlockTypeString", Type = "string", }, }, Returns = { { Name = "BLOCKTYPE", Type = "number", }, }, Notes = "Returns the block type parsed from the given string", }, Clamp = { Params = { { Name = "Number", Type = "number", }, { Name = "Min", Type = "number", }, { Name = "Max", Type = "number", }, }, Returns = { { Type = "number", }, }, Notes = "Clamp the number to the specified range.", }, ClickActionToString = { Params = { { Name = "ClickAction", Type = "eClickAction", }, }, Returns = { { Type = "string", }, }, Notes = "Returns a string description of the ClickAction enumerated value", }, DamageTypeToString = { Params = { { Name = "DamageType", Type = "eDamageType", }, }, Returns = { { Type = "string", }, }, Notes = "Converts the {{Globals#eDamageType|DamageType}} to a string representation ", }, EscapeString = { Params = { { Name = "Input", Type = "string", }, }, Returns = { { Type = "string", }, }, Notes = "Returns a copy of the string with all quotes and backslashes escaped by a backslash", }, GetChar = { Params = { { Name = "Input", Type = "string", }, { Name = "Index", Type = "number", }, }, Returns = { { Type = "string", }, }, Notes = "(OBSOLETE, use standard Lua string.sub() instead) Returns one character from the string, specified by index. ", }, GetIniItemSet = { Params = { { Name = "IniFile", Type = "cIniFile", }, { Name = "SectionName", Type = "string", }, { Name = "KeyName", Type = "string", }, { Name = "DefaultValue", Type = "string", }, }, Returns = { { Type = "cItem", }, }, Notes = "Returns the item that has been read from the specified INI file value. If the value is not present in the INI file, the DefaultValue is stored in the file and parsed as the result. Returns empty item if the value cannot be parsed. ", }, GetTime = { Returns = { { Type = "number", }, }, Notes = "Returns the current OS time, as a unix time stamp (number of seconds since Jan 1, 1970)", }, IsBiomeNoDownfall = { Params = { { Name = "Biome", Type = "EMCSBiome", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the biome is 'dry', that is, there is no precipitation during rains and storms.", }, IsValidBlock = { Params = { { Name = "BlockType", Type = "number", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if BlockType is a known block type", }, IsValidItem = { Params = { { Name = "ItemType", Type = "number", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if ItemType is a known item type", }, ItemToFullString = { Params = { { Name = "cItem", Type = "cItem", }, }, Returns = { { Type = "string", }, }, Notes = "Returns the string representation of the item, in the format 'ItemTypeText:ItemDamage * Count'", }, ItemToString = { Params = { { Name = "cItem", Type = "cItem", }, }, Returns = { { Type = "string", }, }, Notes = "Returns the string representation of the item type", }, ItemTypeToString = { Params = { { Name = "ItemType", Type = "number", }, }, Returns = { { Type = "string", }, }, Notes = "Returns the string representation of ItemType ", }, LOG = { { Params = { { Name = "Message", Type = "string", }, }, Notes = "Logs a text into the server console and logfile using 'normal' severity (gray text)", }, { Params = { { Name = "Message", Type = "cCompositeChat", }, }, Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console. The severity is converted from the CompositeChat's MessageType.", }, }, LOGERROR = { { Params = { { Name = "Message", Type = "string", }, }, Notes = "Logs a text into the server console and logfile using 'error' severity (black text on red background)", }, { Params = { { Name = "Message", Type = "cCompositeChat", }, }, Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console and logfile using 'error' severity (black text on red background)", }, }, LOGINFO = { { Params = { { Name = "Message", Type = "string", }, }, Notes = "Logs a text into the server console and logfile using 'info' severity (yellow text)", }, { Params = { { Name = "Message", Type = "cCompositeChat", }, }, Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console and logfile using 'info' severity (yellow text)", }, }, LOGWARN = { { Params = { { Name = "Message", Type = "string", }, }, Notes = "Logs a text into the server console and logfile using 'warning' severity (red text); OBSOLETE, use LOGWARNING() instead", }, { Params = { { Name = "Message", Type = "cCompositeChat", }, }, Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console and logfile using 'warning' severity (red text); OBSOLETE, use LOGWARNING() instead", }, }, LOGWARNING = { { Params = { { Name = "Message", Type = "string", }, }, Notes = "Logs a text into the server console and logfile using 'warning' severity (red text)", }, { Params = { { Name = "Message", Type = "cCompositeChat", }, }, Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console and logfile using 'warning' severity (red text)", }, }, md5 = { Params = { { Name = "Data", Type = "string", }, }, Returns = { { Type = "string", }, }, Notes = "OBSOLETE, use the {{cCryptoHash}} functions instead.
-- a_Player is a {{cPlayer}} object, possibly received as a hook param local HeldItem = a_Player:GetEquippedItem() if (ItemCategory.IsShovel(HeldItem.m_ItemType)) then -- It's a shovel end]], }, }, }, lxp = { Desc = [[ This class provides an interface to the XML parser, {{http://matthewwild.co.uk/projects/luaexpat/|LuaExpat}}. It provides a SAX interface with an incremental XML parser.
With an event-based API like SAX the XML document can be fed to the parser in chunks, and the parsing begins as soon as the parser receives the first document chunk. LuaExpat reports parsing events (such as the start and end of elements) directly to the application through callbacks. The parsing of huge documents can benefit from this piecemeal operation.
See the online
{{http://matthewwild.co.uk/projects/luaexpat/manual.html#parser|LuaExpat documentation}} for details
on how to work with this parser. The code examples below should provide some basic help, too.
]],
Functions =
{
new =
{
Params =
{
{
Name = "CallbacksTable",
Type = "table",
},
{
Name = "SeparatorChar",
Type = "
Function name | Parameters | Notes |
---|---|---|
CharacterData | Parser, string | Called when the parser recognizes a raw string inside the element |
EndElement | Parser, ElementName | Called when the parser detects the ending of an XML element |
StartElement | Parser, ElementName, AttributesTable | Called when the parser detects the start of an XML element. The AttributesTable is a Lua table containing all the element's attributes, both in the array section (in the order received) and in the dictionary section. |
local Depth = 0; -- Define the callbacks: local Callbacks = { CharacterData = function(a_Parser, a_String) LOG(string.rep(" ", Depth) .. "* " .. a_String); end EndElement = function(a_Parser, a_ElementName) Depth = Depth - 1; LOG(string.rep(" ", Depth) .. "- " .. a_ElementName); end StartElement = function(a_Parser, a_ElementName, a_Attribs) LOG(string.rep(" ", Depth) .. "+ " .. a_ElementName); Depth = Depth + 1; end } -- Create the parser: local Parser = lxp.new(Callbacks); -- Parse the XML file: local f = io.open("file.xml", "rb"); while (true) do local block = f:read(128 * 1024); -- Use a 128KiB buffer for reading if (block == nil) then -- End of file break; end Parser:parse(block); end -- Signalize to the parser that no more data is coming Parser:parse(); -- Close the parser: Parser:close();]], }, }, }, sqlite3 = { Desc = [[ ]], Functions = { complete = { Params = { { Name = "SQL", Type = "string", }, }, Returns = { { Type = "boolean", }, }, Notes = "Returns true if the input string comprises one or more complete SQL statements.", }, open = { Params = { { Name = "FileName", Type = "string", }, }, Returns = { { Name = "DBClass", Type = "SQLite DB object", }, }, Notes = [[ Opens (or creates if it does not exist) an SQLite database with name filename and returns its handle (the returned object should be used for all further method calls in connection with this specific database, see {{http://lua.sqlite.org/index.cgi/doc/tip/doc/lsqlite3.wiki#database_methods|Database methods}}). Example:
-- open the database: myDB = sqlite3.open('MyDatabaseFile.sqlite3') -- do some database calls... -- Close the database: myDB:close()]], }, open_memory = { Returns = { { Name = "DBClass", Type = "SQLite DB object", }, }, Notes = "Opens an SQLite database in memory and returns its handle. In case of an error, the function returns nil, an error code and an error message. (In-memory databases are volatile as they are never stored on disk.)", }, version = { Returns = { { Type = "string", }, }, Notes = "Returns a string with SQLite version information, in the form 'x.y[.z]'.", }, }, }, TakeDamageInfo = { Desc = [[ This class contains the amount of damage, and the entity that caused the damage. It is used in the {{OnTakeDamage|HOOK_TAKE_DAMAGE}} hook and in the {{cEntity}}'s TakeDamage() function. ]], Variables = { Attacker = { Type = "{{cEntity}}", Notes = "The entity who is attacking. Only valid if dtAttack.", }, DamageType = { Type = "eDamageType", Notes = "Source of the damage. One of the dtXXX constants.", }, FinalDamage = { Type = "number", Notes = "The final amount of damage that will be applied to the Receiver. It is the RawDamage minus any Receiver's armor-protection.", }, Knockback = { Type = "{{Vector3d}}", Notes = "Vector specifying the amount and direction of knockback that will be applied to the Receiver ", }, RawDamage = { Type = "number", Notes = "Amount of damage that the attack produces on the Receiver, including the Attacker's equipped weapon, but excluding the Receiver's armor.", }, }, AdditionalInfo = { { Header = "", Contents = [[ The TDI is passed as the second parameter in the HOOK_TAKE_DAMAGE hook, and can be used to modify the damage before it is applied to the receiver:
function OnTakeDamage(Receiver, TDI) LOG("Damage: Raw ".. TDI.RawDamage .. ", Final:" .. TDI.FinalDamage); -- If the attacker is a spider, make it deal 999 points of damage (insta-death spiders): if ((TDI.Attacker ~= nil) and TDI.Attacker:IsA("cSpider")) then TDI.FinalDamage = 999; end end]], }, }, }, tolua = { Desc = [[ This class represents the tolua bridge between the Lua API and Cuberite. It supports some low level operations and queries on the objects. See also the tolua++'s documentation at {{http://www.codenix.com/~tolua/tolua++.html#utilities}}. Normally you shouldn't use any of these functions except for type() ]], Functions = { cast = { Params = { { Name = "Object", Type = "