Update README.md with some factids, finish unfinished sentences.

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Wuzzy 2014-10-04 04:50:04 +02:00
parent 88ca8bafbf
commit 04c61885f3
2 changed files with 34 additions and 16 deletions

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@ -59,28 +59,45 @@ Secondly, there are the treasure spawning mods (TSMs). The task of a TSM is to s
distribute the available treasures into the world. This is also called “treasure
spawning”. How exactly the TSM spawns the treasures is completely up the TSM. But a
TSM has to request Treasurer to get some random treasures to distribute. A TSM may
optionally request to filter out treasures outside certain preciousness levels, so
it can be
optionally request to filter out treasures outside certain preciousness levels
and groups, so the result is a bit controllable and not completely random.
Treasurer can not guarantee to return the requestet amount of treasures, it may
return an empty table, for two reasons:
* There is no TRM activated. There must be at least one to work
* The preciousness filter filtered out. This problem can be fixed by installing more
TRMs or by balancing the existing TRMs to cover as many preciousness levels as
possible. It also may be that the range specified by the TSM was too small. It is
recommended to keep the requested range at least of a size of 1.
Treasurer does, however, guarantee that the returned treasures are always in the
requested boundsa.
* There is no TRM activated. There must be at least one to work.
* The filters filtered out everything, leaving Treasurer with an empty treasure pool
to choose from. This problem can be fixed by installing more TRMs or by balancing the
existing TRMs to cover as many preciousness levels as possible. It also may be that
the range specified by the TSM was too small. It is recommended to keep the
requested range at least of a size of 1. Treasurer does, however, guarantee that
the returned treasures are always in the requested bounds.
A TSM has to at least depend on Treasurer.
Like for TRMs, it is strongly recommended that a TSM does nothing more than spawning
treasures. This does not exclude the possibility that a TSM does not depend
on any other mod.
Unlike for TRMs, it may not be a problem to also do some other stuff than just
spawning treasures if it seems feasible. You may choose to make your TSM fully
dependant on Treasure, then it wont work without Treasurer. You may also choose
to only add an optional dependency on Treasurer. For this to work, your mod must
now select its own treasures, which of course will only come from a rather limited
pool.
To check if the Treasurer mod is installed, you can use something like this in
your code:
```
if(minetest.get_modpath("treasurer")~=nil) then
-- Treasurer is installed.
-- You can call Treasurers functions here.
else
-- Treasurer is not installed.
-- You may write your replacement code here.
-- You can not call Treasurers funcitons here.
end
```
There are two example TSMs. The first one is a very basic one and called “`tsm_gift_example`”.
It gives a “welcome gift” (1 random treasure) to players who just joined the server
or who respawn. The preciousness filter is not used. It does only depend on Treasurer.
The second one is called “`tsm_chests_example`” and pretty advanced for an example.
or who respawn. The preciousness and group filters are not used. It does only depend on
Treasurer. The second one is called “`tsm_chests_example`” and pretty advanced for an example.
It places chests of the mod “default” between 20 and 200 node lenghts below the water
surface and puts 1-6 random treasures into these. The lower the chest, the higher
the preciousness. It depends on treasurer and default (for the chests, of course).
@ -108,7 +125,8 @@ certain treasure is then simply the rarity value divided by the sum.
How “precious” an item is, is highly subjective and also not always easy to categorize.
Preciousness in Treasurers terms should be therefore viewed as “utility” or as
“reward level” or “strength” or even “beauty” or whatever positive attributes you can
think of for items.
think of for items. See the text file `GROUPS_AND_PRECIOUSNESS` for a rough
guideline.
So, if you create a TRM and your treasure is something you want the player work
hard for, assign it a high preciousness. Everyday items that are already easy to
obtain in normal gameplay certainly deserve a lower precious than items that are

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@ -210,7 +210,7 @@ end
count: (optional) amount of items in the treasure. If this value is nil, treasurer assumes a default of 1.
min_preciousness: (optional) dont consider treasures with a lower preciousness. nil = no lower limit
max_preciousness: (optional) dont consider treasures with a higher preciousness. nil = no lower limit
treasurer_group: (optional): Only consider treasures which are members of at least one of the members of the provided Treasurer group table. nil = consider all groups
treasurer_groups: (optional): Only consider treasures which are members of at least one of the members of the provided Treasurer group table. nil = consider all groups
returns:
a table of ItemStacks (the requested treasures) - may be empty
on error, it returns false