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"item.meatweapons.meatgun_staff.lore_0": "A base module that is held like a staff. Works best with melee attachments.\nMaximum complexity: 16",
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"item.meatweapons.basic_pistol": "Raw Gun",
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"item.meatweapons.basic_pistol.lore_0": "Cobbled together from reanimated flesh.\nComes with a pistol module preinstalled.\nPassively generates ammunition from food.\nClick with a food item in an inventory to feed.",
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"item.meatweapons.meatgun_pistol": "Pistol",
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"item.meatweapons.meatgun_pistol.lore_0": "A lightweight Meatgun base with a pistol grip.",
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"item.meatweapons.meatgun_staff": "Staff",
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"item.meatweapons.meatgun_staff.lore_0": "A Meatgun base that is held like a staff. Works best with melee attachments.",
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"item.meatweapons.long_gun": "Long Gun",
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"item.meatweapons.long_gun.lore_0": "A Meatgun base with a built-in stock that can support more modules.",
"meatgun_module.meatweapons.long_boi.desc": "Shoots a blinding beam that can hit multiple targets.\nCharges when the trigger is held and fires when released. Must be charged for at least 2s to fire, indicated by two beeps.\nAfter 4s, the beam becomes explosive. \n§cAfter 6.5s, the pulse chamber will overload, killing the user.",
"meatgun_module.meatweapons.triple_carousel.desc": "Allows three modules. Trigger signals are passed to the topmost module. Rotates to the next module after either trigger is pressed.",
"meatgun_module.meatweapons.underbarrel.desc": "Supports two modules, on below the other.\nThe primary trigger is passed to the upper module and the secondary secondary is passed to the lower one.",
"meatgun_module.meatweapons.bone_stealer.desc": "Draws out an enemy's bones when they are damaged, converting them into ammunition for a random Meatgun in the hotbar.",
"meatgun_module.meatweapons.phage_ray_speed_modifier": "Phage Ray Speed Modifier",
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"meatgun_module.meatweapons.phage_ray_speed_modifier.desc": "Increases the mining speed of the Phage Ray",
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"meatgun_module.meatweapons.base": "Base",
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"meatgun_module.meatweapons.halberd.desc": "Trigger 1: Normal melee attack.\nTrigger 2 (sprinting): Launches forwards when held and released after half a second.\nTrigger 2 (mounted): hooks and drags the target for a second.",
"implant.meatweapons.ammunition_generator.desc_0": "When installed in a Meatgun, gradually produces ammunition using metabolic substrate\nProduces 1 unit every 2s.",
Copy file name to clipboardExpand all lines: projects/1.20-fabric/assets/neepmeat/neepmeat/docs/thord/en_us/thord_words.md
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@@ -10,7 +10,7 @@ Prints the top stack entry.
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Places the current value of the program counter (the address of the currently executed instruction) on the top of the stack.
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\cat{words}
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# Words
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# Defining Words
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## :
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Marks the end of a begin-until construct. Consumes the last stack entry and branches back to the previous `BEGIN` if it is true.
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## FOR ( n1 n2 -- ) (immediate)
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## DO ( n1 n2 -- ) (immediate)
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Begins a do-loop construct. Terminated by `LOOP` or `+LOOP`.
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Checks n1 and n2 for equality and branches to the end of the loop if this is the case. Otherwise, the values are moved to the return stack and the loop begins.
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The following code section will repeat until loop index reaches n1, starting at n2.
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The following code section will repeat until loop index reaches 10, starting at 0.
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```
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10 0 do i . loop
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```
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## FOR ( n1 n2 -- ) (immediate)
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Same as `DO`
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## LOOP ( -- ) (immediate)
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Increments loop index and branches to the start of the loop if it is lower than the upper bound.
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Tests if n1 is greater than or equal to n2. Equivalent to NEEPASM `GTEQ`.
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\cat{conversions}
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# Type Conversions
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## \>STR ( x1 -- s1 )
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Converts the top stack item to a string.
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```
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123 >STR
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```
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## \>INT (x1 -- n1 )
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Converts the top stack item to an integer. Will cause an error if the conversion will not work.
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