mirror of
git://repo.or.cz/minetest_mana.git
synced 2024-11-15 23:00:20 +01:00
Add general recommendations to API.md
This commit is contained in:
parent
2d44a1aab2
commit
38e9c78d9c
20
API.md
20
API.md
|
@ -102,4 +102,24 @@ but if the difference is smaller than 0, the mana will be set to 0.
|
|||
* `false` on failure (mana could not be subtracted)
|
||||
|
||||
|
||||
## Appendix
|
||||
### General recommendations
|
||||
If you want your mod to be portable, it is recommended that you balance your mod in such a way that it assumes
|
||||
that every player starts with the following default mana values:
|
||||
|
||||
* Max. mana: 200
|
||||
* Mana regeneration: 1 mana every 0.2 seconds
|
||||
|
||||
Also assume that the max. mana never changes.
|
||||
This should (hopefully) ensure that multiple independent mana-using mods are more or less balanced when using
|
||||
the default settings.
|
||||
|
||||
Also, to make life easier for subgame makers, define custom minetest.conf settings for your mod in order to
|
||||
overwrite the mana costs (and other relevant values) used by your mod. That way, subgame makers only have to edit
|
||||
minetest.conf, and not your mod.
|
||||
|
||||
You do not have to bother about default values if you want to directly integrate your mod in a subgame and do
|
||||
not plan to release the mod independently.
|
||||
|
||||
The best way to reliable balance the mana values used by several mods is to create a standalone subgame. It is
|
||||
highly recommended that you tweak the mana values of the mods to fit the subgame's needs.
|
||||
|
|
Loading…
Reference in New Issue
Block a user