mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-11-05 01:50:25 +01:00
121 lines
4.4 KiB
Markdown
121 lines
4.4 KiB
Markdown
|
API documentation for Mana 1.0.1
|
||
|
================================
|
||
|
|
||
|
## Introduction
|
||
|
The API of the Mana mod allows you to set and receive
|
||
|
the current and maxiumum mana reserves of a player,
|
||
|
and to subtract and add mana.
|
||
|
|
||
|
## The basic rules
|
||
|
For integrity reasons, this mod will ensure that the following assumptions
|
||
|
are true at all times for all players:
|
||
|
|
||
|
* Current and maximum mana can never be smaller than 0
|
||
|
* The current value must not be greater than the maximum value
|
||
|
* Only integer numbers are permitted for mana values
|
||
|
|
||
|
It should be not possible to break these rules using this API alone.
|
||
|
If you somehow manage to break one ofthe rules, please report a bug.
|
||
|
|
||
|
If a real number is used as input for a value, it will be rounded
|
||
|
(“round up half” rule).
|
||
|
|
||
|
## Functions
|
||
|
Of not specified otherwise, all functions return `nil`.
|
||
|
`playername` always refers to the name of a player, as string.
|
||
|
`value` always refers to a number and for most functions it must always be equal to or greater than 0.
|
||
|
|
||
|
|
||
|
### `mana.set(playername, value)`
|
||
|
Sets the mana reserve of the specified player to `value`.
|
||
|
If `value` is smaller than 0, the mana will be set to 0.
|
||
|
If `value` is greater than the maximum, the mana will be set to the maximum.
|
||
|
|
||
|
|
||
|
### `mana.setmax(playername, value)`
|
||
|
Sets the maximum of the player to `value`.
|
||
|
|
||
|
If the new maximum would become smaller than the current value,
|
||
|
the current value will automatically be set to
|
||
|
the new maximum.
|
||
|
|
||
|
### `mana.setregen(playername, value)`
|
||
|
Sets the mana regeneration per mana tick of the player to `value`.
|
||
|
Negative values are not permitted.
|
||
|
The length of one “mana tick” is specified as the server-wide setting
|
||
|
`mana_default_regen` in seconds.
|
||
|
|
||
|
|
||
|
### `mana.get(playername)`
|
||
|
Returns the current mana of the specified player as number.
|
||
|
|
||
|
|
||
|
### `mana.getmax(playername)`
|
||
|
Returns the current maximum mana of the specified player as number.
|
||
|
|
||
|
|
||
|
### `mana.getregen(playername)`
|
||
|
Returns the current mana regneration per mana tick of the specified
|
||
|
player as number.
|
||
|
The length of one “mana tick” is specified as the server-wide setting
|
||
|
`mana_default_regen` in seconds.
|
||
|
|
||
|
|
||
|
### `mana.add(playername, value)`
|
||
|
Adds the specified non-negative amount of mana to the player, but only
|
||
|
if the sum would not be greater than the maximum,
|
||
|
|
||
|
#### Return value
|
||
|
* `true` on success, all mana has been added
|
||
|
* `false` on failure, no mana has been added
|
||
|
|
||
|
|
||
|
### `mana.subtract(playername, value)`
|
||
|
Subtracts the specified non-negative amount of mana from the player,
|
||
|
but only if the player has sufficient mana reservers.
|
||
|
|
||
|
#### Return value
|
||
|
* `true` on success, all mana has been subtracted
|
||
|
* `false` on failure, no mana has been subtraceed
|
||
|
|
||
|
|
||
|
### `mana.add_up_to(playername, value)`
|
||
|
Adds the specified non-negative amount of mana to the player, but it will
|
||
|
be capped at the maximum.
|
||
|
|
||
|
#### Return value
|
||
|
* `true, excess` on success, where `excess` is the amount of Mana which could not be added because it would have exceeded the maximum. `excess` equals `0` if all mana has been added
|
||
|
* `false` on failure (mana could not be added)
|
||
|
|
||
|
|
||
|
### `mana.subtract_up_to(playername, value)`
|
||
|
Subtracts the specified non-negative amount of mana from the player,
|
||
|
but if the difference is smaller than 0, the mana will be set to 0.
|
||
|
|
||
|
#### Return value
|
||
|
* `true, missing` on success, where `missing` is the amount of Mana which could not be subtracted because it would have exceeded 0. `missing` equals `0` if all mana has been subtracted
|
||
|
* `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.
|