APIDump: Added example code to cItem.
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@ -1099,6 +1099,38 @@ These ItemGrids are available in the API and can be manipulated by the plugins,
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m_ItemDamage = { Type = "number", Notes = "The damage of the item. Zero means no damage. Maximum damage can be queried with GetMaxDamage()" },
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m_ItemDamage = { Type = "number", Notes = "The damage of the item. Zero means no damage. Maximum damage can be queried with GetMaxDamage()" },
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m_ItemType = { Type = "number", Notes = "The item type. One of E_ITEM_ or E_BLOCK_ constants" },
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m_ItemType = { Type = "number", Notes = "The item type. One of E_ITEM_ or E_BLOCK_ constants" },
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},
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},
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AdditionalInfo =
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{
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{
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Header = "Example code",
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Contents = [[
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The following code shows how to create items in several different ways (adapted from the Debuggers plugin):
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<pre class="prettyprint lang-lua">
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-- empty item:
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local Item1 = cItem();
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-- enchanted sword, enchantment given as numeric string (bad style; see Item5):
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local Item2 = cItem(E_ITEM_DIAMOND_SWORD, 1, 0, "1=1");
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-- 1 undamaged shovel, no enchantment:
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local Item3 = cItem(E_ITEM_DIAMOND_SHOVEL);
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-- Add the Unbreaking enchantment. Note that Vanilla's levelcap isn't enforced:
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Item3.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 4);
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-- 1 undamaged pickaxe, no enchantment:
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local Item4 = cItem(E_ITEM_DIAMOND_PICKAXE);
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-- Add multiple enchantments:
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Item4.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 5);
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Item4.m_Enchantments:SetLevel(cEnchantments.enchEfficiency, 3);
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-- enchanted chestplate, enchantment given as textual stringdesc (good style)
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local Item5 = cItem(E_ITEM_DIAMOND_CHESTPLATE, 1, 0, "thorns=1;unbreaking=3");
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</pre>
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]],
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},
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},
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},
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},
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cItemGrid =
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cItemGrid =
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