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authorDániel Juhász <juhdanad@gmail.com>2017-08-25 11:20:53 +0000
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-08-25 13:20:53 +0200
commitf6a33a1a7a298cb7d3fb18818bae97bd1b89d633 (patch)
tree7bc7689e33895e5a6084129484f679caaed1cfc0 /doc/lua_api.txt
parent6761e213836e902359c5d0acff277623dc3e1588 (diff)
downloadhax-minetest-server-f6a33a1a7a298cb7d3fb18818bae97bd1b89d633.tar.gz
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Overlays for wield and inventory images (#6107)
* Overlays for wield and inventory images
Diffstat (limited to 'doc/lua_api.txt')
-rw-r--r--doc/lua_api.txt8
1 files changed, 7 insertions, 1 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 20c3e5a92..5b071d626 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -588,7 +588,11 @@ other. This allows different hardware coloring, but also means that
tiles with overlays are drawn slower. Using too much overlays might
cause FPS loss.
-To define an overlay, simply set the `overlay_tiles` field of the node
+For inventory and wield images you can specify overlays which
+hardware coloring does not modify. You have to set `inventory_overlay`
+and `wield_overlay` fields to an image name.
+
+To define a node overlay, simply set the `overlay_tiles` field of the node
definition. These tiles are defined in the same way as plain tiles:
they can have a texture name, color etc.
To skip one face, set that overlay tile to an empty string.
@@ -4146,7 +4150,9 @@ Definition tables
{bendy = 2, snappy = 1},
{hard = 1, metal = 1, spikes = 1}
inventory_image = "default_tool_steelaxe.png",
+ inventory_overlay = "overlay.png", -- an overlay which does not get colorized
wield_image = "",
+ wield_overlay = "",
palette = "",
--[[
^ An image file containing the palette of a node.