forked from mtcontrib/minetest_mana
Add general recommendations to API.md
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API.md
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API.md
@ -102,4 +102,24 @@ but if the difference is smaller than 0, the mana will be set to 0.
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* `false` on failure (mana could not be subtracted)
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* `false` on failure (mana could not be subtracted)
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## Appendix
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### General recommendations
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If you want your mod to be portable, it is recommended that you balance your mod in such a way that it assumes
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that every player starts with the following default mana values:
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* Max. mana: 200
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* Mana regeneration: 1 mana every 0.2 seconds
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Also assume that the max. mana never changes.
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This should (hopefully) ensure that multiple independent mana-using mods are more or less balanced when using
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the default settings.
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Also, to make life easier for subgame makers, define custom minetest.conf settings for your mod in order to
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overwrite the mana costs (and other relevant values) used by your mod. That way, subgame makers only have to edit
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minetest.conf, and not your mod.
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You do not have to bother about default values if you want to directly integrate your mod in a subgame and do
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not plan to release the mod independently.
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The best way to reliable balance the mana values used by several mods is to create a standalone subgame. It is
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highly recommended that you tweak the mana values of the mods to fit the subgame's needs.
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