[mod] witchcraft (v0.4)

jakab
Member
 
Posts: 63
Joined: Mon Aug 15, 2016 17:19
In-game: jakab

Re: [mod] witchcraft (v0.3)

by jakab » Thu May 25, 2017 10:01

i have got it! the sprint mod. now i can awoid it, but i want to change the "fast" in the default minetest, so i can use that for running. i didnt find it. can you help me out?
 

User avatar
D00Med
Member
 
Posts: 865
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] witchcraft (v0.3)

by D00Med » Thu May 25, 2017 20:54

I'm not sure I understand sorry.
What you could do is modify sprinting to use the player effects mod(you could copy the effects from witchcraft).
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

Byakuren
Member
 
Posts: 698
Joined: Tue Apr 14, 2015 01:59
GitHub: raymoo
IRC: Hijiri
In-game: Raymoo

Re: [mod] witchcraft (v0.3)

by Byakuren » Fri May 26, 2017 08:07

Making sprint use playereffects would not help as it would still cancel out witchcraft's jump boost, just doing it a little bit nicer. Also it would be hackish since playereffects is designed for effects with a duration, not something like sprint.

On the other hand, if witchcraft used playereffects + player_monoids, and sprint used player_monoids, you could have sprinting jump boost and witchcraft potion jump boost be active at the same time and stack.
Every time a mod API is left undocumented, a koala dies.
 

User avatar
texmex
Member
 
Posts: 603
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [mod] witchcraft (v0.3)

by texmex » Fri May 26, 2017 08:31

Byakuren wrote:Making sprint use playereffects would not help as it would still cancel out witchcraft's jump boost, just doing it a little bit nicer. Also it would be hackish since playereffects is designed for effects with a duration, not something like sprint.

On the other hand, if witchcraft used playereffects + player_monoids, and sprint used player_monoids, you could have sprinting jump boost and witchcraft potion jump boost be active at the same time and stack.

This is something I've wanted for a long time. I'm not that skilled to have succeeded in it yet, so if someone could take a stab at it I'd appreciate that.
 

User avatar
D00Med
Member
 
Posts: 865
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] witchcraft (v0.3)

by D00Med » Fri May 26, 2017 10:04

Ok, I might make witchcraft use player_monoids, and maybe make a sprinting mod that uses it too.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

User avatar
texmex
Member
 
Posts: 603
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [mod] witchcraft (v0.3)

by texmex » Fri May 26, 2017 12:39

D00Med wrote:Ok, I might make witchcraft use player_monoids, and maybe make a sprinting mod that uses it too.

That would be fantastic, D00MEd! We would finally have interoperability with player-altering, sprinting and 3d_armor (which supports player_monoids too) and not have to choose between them. :)
 

jakab
Member
 
Posts: 63
Joined: Mon Aug 15, 2016 17:19
In-game: jakab

Re: [mod] witchcraft (v0.3)

by jakab » Sun May 28, 2017 14:51

thank you all :) ill try the player monoid ... why the 'i' and 'l' is same ? :D
 

User avatar
texmex
Member
 
Posts: 603
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [mod] witchcraft (v0.3)

by texmex » Sun May 28, 2017 21:13

jakab wrote:thank you all :) ill try the player monoid ... why the 'i' and 'l' is same ? :D

The above mentioned solution isn't built yet however.
If you just want the "defalt MT fast", why not just grant yourself that?
Code: Select all
/grant singleplayer fast
 

User avatar
the_raven_262
Member
 
Posts: 292
Joined: Mon Sep 22, 2014 09:30
GitHub: theraven262
IRC: the_raven_262 Raven262 Corvus262 corvus
In-game: the_raven_262 Raven262 Nevermore

Re: [mod] witchcraft (v0.3)

by the_raven_262 » Mon May 29, 2017 18:32

Witchcraft!
Awesome mod, love the pentagrams.
[amber] [conjuration] [warzone] | Why is #minetest-mod-dev so empty?
 

User avatar
D00Med
Member
 
Posts: 865
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] witchcraft (v0.3)

by D00Med » Mon May 29, 2017 20:28

Thanks :)
It might be a while before I can find time to update this mod
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

jakab
Member
 
Posts: 63
Joined: Mon Aug 15, 2016 17:19
In-game: jakab

Re: [mod] witchcraft (v0.3)

by jakab » Thu Jun 01, 2017 20:53

texmex wrote:
jakab wrote:thank you all :) ill try the player monoid ... why the 'i' and 'l' is same ? :D

The above mentioned solution isn't built yet however.
If you just want the "default MT fast", why not just grant yourself that?

-.- i know how to grant it, i want thte code to owerwrite its speed. too fast to use it as "running", and witchcraft doesent work with my running mod. btw thanks for help :)
 

jakab
Member
 
Posts: 63
Joined: Mon Aug 15, 2016 17:19
In-game: jakab

Re: [mod] witchcraft (v0.3)

by jakab » Wed Jun 07, 2017 10:31

texmex wrote:
jakab wrote:thank you all :) ill try the player monoid ... why the 'i' and 'l' is same ? :D

The above mentioned solution isn't built yet however.
If you just want the "defalt MT fast", why not just grant yourself that?
Code: Select all
/grant singleplayer fast


... sorry i deleted it :P :D :F
 

User avatar
azekill_DIABLO
Member
 
Posts: 7011
Joined: Wed Oct 29, 2014 20:05
Location: Inside the Box
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

User avatar
D00Med
Member
 
Posts: 865
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] witchcraft (v0.3)

by D00Med » Mon Jun 26, 2017 22:25

Update: The mod now supports player_monoids, but it will still work without it.
I also changed the potion textures, so they match the new glass bottle texture.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

User avatar
texmex
Member
 
Posts: 603
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [mod] witchcraft (v0.3)

by texmex » Tue Jun 27, 2017 06:15

D00Med wrote:Update: The mod now supports player_monoids, but it will still work without it.
I also changed the potion textures, so they match the new glass bottle texture.

Great to see this update happening!
 

User avatar
lisacvuk
Member
 
Posts: 263
Joined: Sat Jul 19, 2014 11:52
Location: Serbia, Užice
GitHub: lisacvuk
IRC: lisac
In-game: lisacvuk

Re: [mod] witchcraft (v0.4)

by lisacvuk » Sun Oct 29, 2017 09:14

Image
It's lisac, not lisa.
400 character limit? Am I writing a book?
Administrator on Craig's server. Minetest player.
"The enemy pales when they see the face of Dazzle!" ~ Dazzle obviously.
I live in Serbia.
Steam | OpenDOTA
My mods:
Tool ranks
I appreciate donations in TF2 items. :)
 

michael314
New member
 
Posts: 6
Joined: Fri Jan 12, 2018 03:39

Re: [mod] witchcraft (v0.4)

by michael314 » Sun Jan 14, 2018 03:36

Looks like "moreplants" is also required or the module won't load. I had to try to start a shared game before I could see the error.

Anyway, I downloaded this because I have been looking for a night vision potion so as to see underground. In looking through the code, it appears that I am looking for the "Shiny Potion" which is supposed to be yellow, but despite seeing several potions in inventory none of yellow or says shiny.

But then I was looking through the code more and see it is checking the time of day. I've got world time set to always be day, but I'm underground I don't care about that, I just want to be able to see these huge caverns. How do I do that?
 

Previous

Return to WIP Mods



Who is online

Users browsing this forum: texmex, Yahoo [Bot] and 7 guests