[Mod] Fireballs [3.4] [fireballs]

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Excalibur Zero
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[Mod] Fireballs [3.4] [fireballs]

by Excalibur Zero » Post

Description:
This mod adds Fireballs, Iceballs, and Light Ice. Fireballs and Iceballs are tools (which don't get damaged) that can be used to shoot firealls, and iceballs, respectively. Fireballs use a modified version of the fireballs from the Simple Mobs mod, by PilzAdam. Iceballs create Light Ice when they collide into a node near a water source. Light Ice melts over time and provides a temporary platform to walk over water, they can also be dug to give a water source node. Light Ice also emits a small amount of light so that they can be seen at night without torches. Light Ice also uses the water texture as part of its texture, so it will use the water texture that you are using. As of 3.1, Iceballs solidify lava sources and flowing lava into stone in addition to freezing water..

As of 2.0, the mod also adds Thunder Swords. Thunder Swords are upgraded Mese Swords that instead of being used as close range weapons, are used to shoot thunderballs at enemies. Thunderballs work just like fireballs, but they leave behind thunder instead of fire (yes I know thunder is just the sound in real life, but the names match up better by using thunder for the object). Thunder damages players more than fire, but it doesn't spread. The thunder fades away after a few seconds. You can also pick up the thunder as an item if you want to place it somewhere (though it will still disappear after it is place). As of 3.1, Thunder Swords don't damage nodes.

As of 3.0, the mod also adds Smokeballs and Earth Staves. Smokeballs are simple projectiles that on contact release a cloud of smoke in order to obscure you from other players. Smoke fades after a little while. Earth Staves are magic staves which can shoot Earthballs which, on contact, replace the air in the surrounding area with Earth blocks, which act as temporary barriers which fade over time.

As of 3.2, the mod uses 3D meshes for the entities in the mod, such as the Fireballs, Iceballs, Thunderballs, etc.

As of 3.3, Smokeballs and Earthballs (projectiles created by Earth Staves) no longer do damage when they hit a player. This way they are more special use weapons, as opposed to damage dealing weapons. However they still "explode" when they hit a player, they just don't damage the player.

As of 3.4, Iceballs turn air nodes that are not above other air nodes to snow cover which melts to flowing water after a few seconds. Iceballs also no longer turn flowing water into light ice, instead they turn it to air. Thee is also a new model for iceballs. I have also added the Ultimate Weapon, which is used for wide scale ruin-like destruction. As susch it has no crafting recipie and is only availible through the creative menu and /give command. An old test of the Ultimate Weapon can be found here: https://www.youtube.com/watch?v=j8STPe80Irg.
------------------------------------------------------------------------------------------------------

License:
  • Code: CC0 (Original Fireball code belongs to PilzAdam (WTFPL))
  • Textures: CC0 (Except for Snow Cover which is WTFPL)
  • 3D Meshes: CC0
------------------------------------------------------------------------------------------------------

Dependencies:
  • Fire
------------------------------------------------------------------------------------------------------

Download: ------------------------------------------------------------------------------------------------------

Git Hub Repository: ------------------------------------------------------------------------------------------------------

Mod Database Entry: ------------------------------------------------------------------------------------------------------

Crafting:

Fireball:

Code: Select all

------------    torch     ------------
------------ mese crystal ------------
------------ ------------ ------------
Iceball:

Code: Select all

------------    torch     ------------
------------ mese crystal ------------
------------    torch     ------------
Thunder Sword:

Code: Select all

------------   fireball   ------------
------------  mese sword  ------------
------------ ------------ ------------
Smokeball:

Code: Select all

------------    leaves    ------------
------------    torch     ------------
------------ ------------ ------------
Earth Staff:

Code: Select all

------------   fireball   ------------
------------     dirt     ------------
------------     stick    ------------
------------------------------------------------------------------------------------------------------

Screenshots:

Fireball:
Image

Iceball & Light Ice & Snow Cover:
Image

Thunder Sword & Thunder:
Image

Smokeball & Smoke:
Image

Earth Staff & Earth nodes:
Image

Ultimate Weapon:
Image
Last edited by Excalibur Zero on Sun Apr 27, 2014 16:41, edited 4 times in total.

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RealBadAngel
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by RealBadAngel » Post

I just took a look at the code, looks fine but one thing:

output = '"fireballs:fireball" 1',

please use simple strings:

output = "fireballs:fireball 1",

this way is deprecated and will confuse get_craft_recipe functions
also using "1" in crafting recipes makes no sense
output = "fireballs:fireball 1", equals output = "fireballs:fireball",


save the bits ;)

Anyway good work.
Last edited by RealBadAngel on Sat Jun 01, 2013 17:55, edited 1 time in total.

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fessmK
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by fessmK » Post

nice. I was going to do something like this, but had no clue how (:

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Excalibur Zero
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by Excalibur Zero » Post

I have updated this mod to version 2.0.

The update adds Thunder Swords. For more info, see the first post.

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qwrwed
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by qwrwed » Post

I get an error when trying to use this:

Code: Select all

18:04:47: ERROR[main]: ...etest-0.4.9-66b24cc-win32\bin\..\mods\fireballs\init.l
ua:4: unexpected symbol near '<'
The init.lua contains this:

Code: Select all

modpath=minetest.get_modpath("fireballs")

dofile(modpath.."/fireball.lua")
<<<<<<< HEAD
dofile(modpath.."/light_ice.lua")
dofile(modpath.."/thunder_sword.lua")
=======
dofile(modpath.."/light_ice.lua")
>>>>>>> e108048110a34156df2f500fb2d83ba932e4660f
This happened with one of my mods as well, but I just re-uploaded it to fix it.
Last edited by qwrwed on Sun Jan 19, 2014 18:08, edited 1 time in total.

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Excalibur Zero
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by Excalibur Zero » Post

qwrwed wrote:I get an error when trying to use this:

Code: Select all

18:04:47: ERROR[main]: ...etest-0.4.9-66b24cc-win32\bin\..\mods\fireballs\init.l
ua:4: unexpected symbol near '<'
The init.lua contains this:

Code: Select all

modpath=minetest.get_modpath("fireballs")

dofile(modpath.."/fireball.lua")
<<<<<<< HEAD
dofile(modpath.."/light_ice.lua")
dofile(modpath.."/thunder_sword.lua")
=======
dofile(modpath.."/light_ice.lua")
>>>>>>> e108048110a34156df2f500fb2d83ba932e4660f
This happened with one of my mods as well, but I just re-uploaded it to fix it.
I've fixed the error.

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qwrwed
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by qwrwed » Post

Thanks. Nice mod, my only problem is that the thunder sword doesn't do any damage (although I don't know if there is a way around this). Do you have any plans for adding sound or making the projectiles faster?

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Excalibur Zero
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by Excalibur Zero » Post

qwrwed wrote:Thanks. Nice mod, my only problem is that the thunder sword doesn't do any damage (although I don't know if there is a way around this). Do you have any plans for adding sound or making the projectiles faster?
I don't think I'll add sword slash damage to the thunder sword. It's really more meant to be a long range weapon than a short range weapon.

I probably won't add sounds, as I don't really know much about how to do that. I may look into projectile speeds, but I'm not sure.

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by Novacain » Post

This mod looks awesome. an idea for another weapon is an earth object that creates stone barriers. it could also have different modes for what it does, i.e. generate dome around player, place wall, place sphere, etc.
Last edited by Novacain on Wed Jan 22, 2014 00:57, edited 1 time in total.
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Excalibur Zero
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by Excalibur Zero » Post

Novacain wrote:This mod looks awesome. an idea for another weapon is an earth object that creates stone barriers. it could also have different modes for what it does, i.e. generate dome around player, place wall, place sphere, etc.
That is a great idea! I don't know about different modes, but I have now coded something along those lines.

------------------------------------------------------------------------------------------------------

I have updated the mod to version 3.0. The new update includes Smokeballs and Earth Staves (as suggested by Novacain). See the first post for more info about the update.

------------------------------------------------------------------------------------------------------

I have updated the mod to version 3.1. The new update adds a few small fixes. Iceballs now also turn lava (sources and flowing) into stone, which is good for traveling in lava-infested caves. I have also changed the thunder sword so that it does not destroy nodes, but instead turns all air nodes in range to thunder, as opposed to a random selection of the nodes in range.
Last edited by Excalibur Zero on Thu Jan 23, 2014 21:09, edited 1 time in total.

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by LuxAtheris » Post

Can you make it compatible with the simple mobs of PilzAdam?
Believe you can and you’re halfway there.

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by 1704626 » Post

REMINDS ME OF MARIO
Just Call Me Numbers

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by Excalibur Zero » Post

LuxAtheris wrote:Can you make it compatible with the simple mobs of PilzAdam?
I tired doing that, however I couldn't get it to work. If you know anyone who could help me do that, let me know.

------------------------------------------------------------------------------------------------------

I have updated the mod to v3.2. The new update changes the entities from using sprites to using 3D meshes. Please let me know if you like this better or not.

I have also created a release of v3.1 for people who for one reason or another don't want to use the meshes. It can be found at https://github.com/rocketslime11/fireba ... s/tag/v3.1.

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by Hybrid Dog » Post

Excalibur Zero wrote:
LuxAtheris wrote:Can you make it compatible with the simple mobs of PilzAdam?
I tired doing that, however I couldn't get it to work. If you know anyone who could help me do that, let me know.

------------------------------------------------------------------------------------------------------

I have updated the mod to v3.2. The new update changes the entities from using sprites to using 3D meshes. Please let me know if you like this better or not.

I have also created a release of v3.1 for people who for one reason or another don't want to use the meshes. It can be found at https://github.com/rocketslime11/fireba ... s/tag/v3.1.
Image
I like it, it doesn't reduce my fps number more than the sprite version but I still prefer particles.
Last edited by Hybrid Dog on Wed Feb 05, 2014 17:05, edited 1 time in total.

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by philipbenr » Post

This mod is starting to look pretty awesome. I think I'll try it out.

Edit: +1
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by Excalibur Zero » Post

Hybrid Dog wrote:
Excalibur Zero wrote:
LuxAtheris wrote:Can you make it compatible with the simple mobs of PilzAdam?
I tired doing that, however I couldn't get it to work. If you know anyone who could help me do that, let me know.

------------------------------------------------------------------------------------------------------

I have updated the mod to v3.2. The new update changes the entities from using sprites to using 3D meshes. Please let me know if you like this better or not.

I have also created a release of v3.1 for people who for one reason or another don't want to use the meshes. It can be found at https://github.com/rocketslime11/fireba ... s/tag/v3.1.
https://f.cloud.github.com/assets/31921 ... 4bf316.png
I like it, it doesn't reduce my fps number more than the sprite version but I still prefer particles.
Thanks!
philipbenr wrote:This mod is starting to look pretty awesome. I think I'll try it out.

Edit: +1
Thanks!

------------------------------------------------------------------------------------------------------

I have updated the mod to version 3.3. The changes are not very major. Smokeballs and Earthballs (projectiles created by Earth Staves) no longer do damage when they hit a player. This way they are more special use weapons, as opposed to damage dealing weapons. However they still "explode" when they hit a player.

Also, if anyone gets to use this mod in some form of multiplayer, please let me know what you think of it.

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by RHR » Post

Excalibur Zero wrote: Fireball:
http://i.imgur.com/qTpH4cN.png
Why is the water burning?
Wouldn't it be better to disable this?

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by Excalibur Zero » Post

RHR wrote:
Excalibur Zero wrote: Fireball:
http://i.imgur.com/qTpH4cN.png
Why is the water burning?
Wouldn't it be better to disable this?
The water isn't really burning, there is just fire in the air where the water was removed by the blast of the fireball. The fire is put out when the water actually reaches it.

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by CitroPotter » Post

Nice mod but those things can be easily crafted so make the crafting harder and how about adding a tornadoe sword that would push mobs and other things.
Hi!

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by Novacain » Post

diamond block mese block diamond block
mese block torch mese block
diamond block mese block diamond block


how's this for a rarer recipe for fireball?
Last edited by Novacain on Thu Feb 06, 2014 19:52, edited 1 time in total.
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by philipbenr » Post

Novacain wrote:diamond block mese block diamond block
mese block torch mese block
diamond block mese block diamond block


how's this for a rarer recipe for fireball?
I think that is too rare.
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by LuxAtheris » Post

is this mod compatible with the simple mobs now?
Believe you can and you’re halfway there.

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by Excalibur Zero » Post

CitroPotter wrote:Nice mod but those things can be easily crafted so make the crafting harder and how about adding a tornadoe sword that would push mobs and other things.
Novacain wrote:diamond block mese block diamond block
mese block torch mese block
diamond block mese block diamond block


how's this for a rarer recipe for fireball?
philipbenr wrote:
Novacain wrote:diamond block mese block diamond block
mese block torch mese block
diamond block mese block diamond block


how's this for a rarer recipe for fireball?
I think that is too rare.
If you can come up with a good recipe I'd be happy to change it to that in the mod.
LuxAtheris wrote:is this mod compatible with the simple mobs now?
It is not currently compatible with Simple Mobs. I'd like it to be, but I was unable to code it to do so.

If anyone could help me code it to work with simple mobs, please let me know, since this is something that would makes this mod much more useful.

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by Novacain » Post

+ Spoiler
okay, two new recipes:
D=diamondblock, d=diamond crystal, D'= dirt
M=meseblock, mesecrystal
T=torch
S=stick
O=nothing

lightning sword:
O M O
O M O
O d O

fire ball:
m M m
M T M
m M m

ice ball:
m d m
d M d
m d m

smoke ball: perfect

earth staff:
m D' m
O S O
O S O


how's that? a little less rare? :P
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Re: [Mod] Fireballs [3.3] [fireballs]

by dgm5555 » Post

I decided to make a little mod to the mod and have the iceball create snow (which melts) on the ground as well as just freezing water and lava. This is based on version 3.3.
I also created a different mesh for the iceball (which still needs a bit of work to look really cool)
Just extract the zip into the fireball mod. Textures etc are included...

Image
Image

Code: Select all

-- -- -- -- -- -- -- --
-- -- -- -- -- -- -- --
-- Iceball  -- -- -- --
-- -- -- -- -- -- -- --
-- -- -- -- -- -- -- --

local snow_box =
{
	type  = "fixed",
	fixed = {-0.5, -0.5, -0.5, 0.5, -0.4, 0.5}
}

-- Snow cover
minetest.register_node("fireballs:snow_cover", {
	tiles = {"weather_snow_cover.png"},
	drawtype = "nodebox",
	paramtype = "light",
	node_box = snow_box,
	selection_box = snow_box,
	groups = {not_in_creative_inventory = 1, crumbly = 3, attached_node = 1},
	drop = {}
})

minetest.register_abm({
	nodenames = {"fireballs:snow_cover"},
	interval = 1.0,
	chance = 20,
	action = function(pos, node, active_object_count, active_object_count_wider)
		minetest.env:set_node(pos, {name = "default:water_flowing"})
	end,
})

minetest.register_entity("fireballs:iceball", {
	visual = "mesh",
	visual_size = {x=5, y=5},
	mesh = "fireballs_iceball.b3d",
	textures = {"fireballs_iceball_texture1.png"},
	velocity = 5,
	light_source = 12,
	on_step = function(self, dtime)
			local pos = self.object:getpos()
			if minetest.env:get_node(self.object:getpos()).name ~= "air" then
				self.hit_node(self, pos, node)
				self.object:remove()
				return
			end
			pos.y = pos.y-1
		end,
	hit_node = function(self, pos, node)
		local p = {x=pos.x, y=pos.y, z=pos.z}
		local n = minetest.env:get_node(p).name
		if (n == "default:water_source") 
		or (n == "default:water_flowing") 
		or (n == "default:lava_source") then
		-- if it's water then freeze to light ice or if lava to stone
			for dx=-2,1 do
				for dy=-1,1 do
					for dz=-2,1 do
						local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
						local n = minetest.env:get_node(p).name

						minetest.env:set_node(p, {name="fireballs:snow_cover"})
						if (n == "default:water_source") then
							minetest.env:set_node(p, {name="fireballs:lightice"})
						end
						if (n == "default:water_flowing") then
							minetest.env:set_node(p, {name="fireballs:lightice"})
						end
						if (n == "default:lava_source") then
							minetest.env:set_node(p, {name="default:stone"})
						end
						if (n == "default:lava_flowing") then
							minetest.env:set_node(p, {name="default:stone"})
						end
					end
				end
			end
		else
		-- if it's not water then coat in a layer of snow
			for dx=-2,1 do
				for dy=1,-1,-1 do
					for dz=-1,1 do
						local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
	--					local p = {x=pos.x, y=pos.y+1, z=pos.z}
						local n = minetest.env:get_node(p).name
						local psub = {x=pos.x+dx, y=pos.y+dy-1, z=pos.z+dz}
						local nsub = minetest.env:get_node(psub).name
						if (n == "air")
						and (not (nsub == "air")) then
							minetest.env:add_node(p, {name="fireballs:snow_cover"})
						end
					end
				end
			end
		end
	end
})

minetest.register_tool("fireballs:iceball", {
	description = "Iceball",
	inventory_image = "fireballs_iceball.png",
	on_use = function(itemstack, placer, pointed_thing)
			local dir = placer:get_look_dir();
			local playerpos = placer:getpos();
			local obj = minetest.env:add_entity({x=playerpos.x+0+dir.x,y=playerpos.y+2+dir.y,z=playerpos.z+0+dir.z}, "fireballs:iceball")
			local vec = {x=dir.x*4,y=dir.y*4,z=dir.z*4}
			obj:setvelocity(vec)
		return itemstack
	end,
	light_source = 12,
})

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iceball.zip
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