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Posted: Fri Apr 05, 2013 09:37
by jojoa1997
Yes moon mod here I come

Posted: Fri Apr 05, 2013 18:57
by stu
pandaro wrote:your mod is still in development? I wanted you to notice a API introduced.
set_physics_override(speed, jump, gravity).
The mod has certainly not been forgotten about, I just have not had a lot of time lately.
set_physics_override() looks like it could come in very useful, however, I am not sure if it made the current stable release.
It looks like the commit was just after the release and I see no mention of it in the changelog.

Posted: Sat Apr 06, 2013 01:04
by xavier108
Elf should have some mana.Dwarves should mine faster and humans can make technologies.You should add robots :D

Posted: Mon Jul 01, 2013 23:30
by Tedypig
Suggestion, if you're still working on this. Make the smallest one, one block tall, so that way you can fit through one block tall holes. You can then make little "Hobbit Holes" to live in.

Posted: Mon Jul 01, 2013 23:56
by cypher-neo
prestidigitator wrote:
prestidigitator wrote:I THINK you can set the max HPs of players on the fly using ObjectRef:set_properties just like you can update the visual (mesh, textures). I haven't tried it though. Maybe also makes_footstep_sound (for stealthy elves)?
I was wrong about the HP thing. I just found a place in the C++ source code that where it is very obvious the number of max HP of a player is static. I believe you can change it for Lua (non-player) entities, but you definitely can't (at this point) for players.
What about making a particular class take less damage when attacked? That would be almost as good as having more HP.

Posted: Wed Jul 03, 2013 20:29
by stu
Tedypig wrote:Suggestion, if you're still working on this. Make the smallest one, one block tall, so that way you can fit through one block tall holes. You can then make little "Hobbit Holes" to live in.
cypher-neo wrote:What about making a particular class take less damage when attacked? That would be almost as good as having more HP.
These are both good ideas I would like try out, thanks. Also, as of minetest 0.4.7, I can now set the player physics for different classes as someone else has suggested.

I have negelected this in favor of others recently so it's probably time I should start adding some actual features.
Note that the armor models included will no longer work with the current 3d_armor version 0.3.x (these will be updated)

Posted: Thu Jul 04, 2013 01:28
by BrunoMine
In my opinion, what is most lacking in minetest is a scoring system!
If I had to it would be really a favorite game of many players

Posted: Thu Jul 04, 2013 04:28
by Aqua
This could be used to maybe make a TF2-like game/mod (for the nine classes). And maybe add special and unique abilities.

Posted: Sun Jul 07, 2013 11:15
by rubenwardy
Very nice!

Love it.

Posted: Thu Jul 11, 2013 20:33
by stu
Mod updated, please see first post for details.

Posted: Thu Jul 11, 2013 21:51
by Topywo
Great!

I hope you'll find an easy way to differentiate the tools, crafting/digging/building abilities/results. I was thinking about ways how to do that, but saw a lot of work/difficulties (and for me lacking programming skills). Is it possible to create race specific mods that influence/change existing mods without knowing those mods, is it 'easier' to put if/then code in existing mods or do you already have a plan how to handle this modpack?

I read that money/trade/economy mods are now limited by the fact that most players (including me) just dig their own resources. I think this mod could give those mods a real boost on servers.

P.s. Just thought about another race: merfolk (drowning on land, not in water) :-)

Posted: Fri Jul 12, 2013 00:04
by Chinchow
What about Orc as a new race bigger than a man and as wide as a dwarf

Posted: Fri Jul 12, 2013 14:15
by pandaro
Hello Stu, I'm trying player classes because they are convinced of the goodness of your project.
First I will report a bug that I have experienced but do not know how to reproduce:
Image
in practice the model of the player is not loaded correctly, it seems to me that this happens only with the model "human."

The flaws I found are finished, now a 'idea:
Do you think that increasing the size of the model elf, for example up to not allow him to go to a gallery height of 1.5 blocks (created with tiling the floor with slabs);
Or enlarge the model "dwarf" to prevent him from passing in a tunnel width 1 block.

This would make radically different with your races but maybe it's overkill.
Think about it, however great job.

Posted: Sat Jul 13, 2013 20:48
by stu
Topywo wrote:Great!

I hope you'll find an easy way to differentiate the tools, crafting/digging/building abilities/results. I was thinking about ways how to do that, but saw a lot of work/difficulties (and for me lacking programming skills). Is it possible to create race specific mods that influence/change existing mods without knowing those mods, is it 'easier' to put if/then code in existing mods or do you already have a plan how to handle this modpack?

I read that money/trade/economy mods are now limited by the fact that most players (including me) just dig their own resources. I think this mod could give those mods a real boost on servers.

P.s. Just thought about another race: merfolk (drowning on land, not in water) :-)
Speciality tools are the next thing on my agenda for this mod, only I'n not quite sure how to go about this yet. As for race specific mods, my aim is to make this mod as flexible as possible for those creating custom games & servers. I am always open to suggestions and have done my best to include those. Interesting idea with the underwater race, I like it.
Chinchow wrote:What about Orc as a new race bigger than a man and as wide as a dwarf
Perhaps in a future version, I really need more ways to differentiate classes before I go adding more.
pandaro wrote:Hello Stu, I'm trying player classes because they are convinced of the goodness of your project.
First I will report a bug that I have experienced but do not know how to reproduce:
I have so far been unable to reproduce this myself and doubt that it could be a problem with the mod as such, there is really very little that could go wrong. Perhaps a conflict or a bug in your client? If yo do find a way to reproduce this then do please let me know.

I have just made some minor updates to the models and code. These may even fix this if by any chance it's related to the human model.

Posted: Mon Aug 26, 2013 05:31
by Ikishida
pandaro wrote:Hello Stu, I'm trying player classes because they are convinced of the goodness of your project.
First I will report a bug that I have experienced but do not know how to reproduce:
http://i.imgur.com/FRD0nL5.png
in practice the model of the player is not loaded correctly, it seems to me that this happens only with the model "human."

The flaws I found are finished, now a 'idea:
Do you think that increasing the size of the model elf, for example up to not allow him to go to a gallery height of 1.5 blocks (created with tiling the floor with slabs);
Or enlarge the model "dwarf" to prevent him from passing in a tunnel width 1 block.

This would make radically different with your races but maybe it's overkill.
Think about it, however great job.
How do you see your player? please tell me!

Posted: Wed Nov 06, 2013 22:14
by elvin12
Might I suggest mage? :) I just think mages would be cool. He might have say... a staff, cloak, shield block, and scythe.

Also thief might be good ... a invisibility cloak, a dagger, magic charm of escape ( let's you get out of jail ), and throwing knives.

I'm very young and I just got registered but, just comment back.

JUST LET ME KNOW WHAT YOU THINK!!!!!!!!!!!!!!!!!! :)





Nov. 6, 2013

Posted: Wed Nov 06, 2013 22:22
by elvin12
A shield block would create a dome around an area. 4 types: novice shield: creates small dome, moderate shield: creates medium dome, expert shield: creates large dome, master shield: creates gigantic dome.

Nov. 6, 2013

Re: [Mod] Player Classes [0.1.3] [classes]

Posted: Wed Sep 24, 2014 23:15
by RebelD
I like the mod idea. Maybe combine it with minetest skin mod so you can make/have a list with possible skins per class?

Re: [Mod] Player Classes [0.1.3] [classes]

Posted: Sat Dec 13, 2014 00:04
by keyxmakerx
Yes, this mod seems pretty cool. I prefer hosting a RPG server, and I've used this in the past, although I don't seem to see anything changing now? Seems to be working though. Skins would be a nice improvement.