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- See #87
126 lines
4.6 KiB
Markdown
Executable File
126 lines
4.6 KiB
Markdown
Executable File
API documentation for Mana 1.1.0
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================================
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## Introduction
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The API of the Mana mod allows you to set and receive
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the current and maxiumum mana reserves of a player,
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and to subtract and add mana.
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## The basic rules
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For integrity reasons, this mod will ensure that the following assumptions
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are true at all times for all players:
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* Current and maximum mana can never be smaller than 0
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* The current value must not be greater than the maximum value
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* Only integer numbers are permitted for mana values
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It should be not possible to break these rules using this API alone.
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If you somehow manage to break one ofthe rules, please report a bug.
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If a real number is used as input for a value, it will be rounded
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(“round up half” rule).
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## Functions
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Of not specified otherwise, all functions return `nil`.
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`playername` always refers to the name of a player, as string.
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`value` always refers to a number and for most functions it must always be equal to or greater than 0.
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### `mana.set(playername, value)`
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Sets the mana reserve of the specified player to `value`.
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If `value` is smaller than 0, the mana will be set to 0.
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If `value` is greater than the maximum, the mana will be set to the maximum.
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### `mana.setmax(playername, value)`
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Sets the maximum of the player to `value`.
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If the new maximum would become smaller than the current value,
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the current value will automatically be set to
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the new maximum.
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### `mana.setregen(playername, value)`
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Sets the mana regeneration per mana tick of the player to `value`.
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Floating-point numbers are also permitted, in which the generation
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of 1 mana takes longer than 1 mana tick. I.e. `0.5`. means
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that 1 mana is generated every 2 mana ticks. A negative value means the
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player loses mana.
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The length of one “mana tick” is specified as the server-wide setting
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`mana_default_regen` in seconds.
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### `mana.get(playername)`
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Returns the current mana of the specified player as number.
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### `mana.getmax(playername)`
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Returns the current maximum mana of the specified player as number.
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### `mana.getregen(playername)`
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Returns the current mana regneration per mana tick of the specified
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player as number.
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The length of one “mana tick” is specified as the server-wide setting
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`mana_default_regen` in seconds.
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### `mana.add(playername, value)`
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Adds the specified non-negative amount of mana to the player, but only
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if the sum would not be greater than the maximum,
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#### Return value
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* `true` on success, all mana has been added
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* `false` on failure, no mana has been added
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### `mana.subtract(playername, value)`
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Subtracts the specified non-negative amount of mana from the player,
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but only if the player has sufficient mana reservers.
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#### Return value
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* `true` on success, all mana has been subtracted
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* `false` on failure, no mana has been subtraceed
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### `mana.add_up_to(playername, value)`
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Adds the specified non-negative amount of mana to the player, but it will
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be capped at the maximum.
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#### Return value
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* `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
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* `false` on failure (mana could not be added)
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### `mana.subtract_up_to(playername, value)`
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Subtracts the specified non-negative amount of mana from the player,
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but if the difference is smaller than 0, the mana will be set to 0.
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#### Return value
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* `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
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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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