[mod] witchcraft (v0.4)

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Re: [mod] witchcraft (v0.2)

by Byakuren » Post

If you use playereffects, it will work with any mod that also uses playereffects.
If you don't use playereffects, it will not work with any other mod that uses physics overrides. It will also be impossible for any other mod to become compatible with yours without making special cases (if it is possible at all).

In the worst case, you land where you started, only working with your own mod. If just one other mod uses playereffects for physics overrides, you will be more compatible with other mods than if you didn't use it.
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Re: [mod] witchcraft (v0.2)

by D00Med » Post

good point
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Re: [mod] witchcraft (v0.3)

by D00Med » Post

The mod now requires playereffects
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Re: [mod] witchcraft (v0.3)

by jakab » Post

i have missing one potion :P
please make fire resistance :D what is used for swimming in lava :D or walk in fire ... etc ...

and you could make a bar what shows the time what is reaming of the potion's effect
(i tried it, but didnt work at all :P)

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Re: [mod] witchcraft (v0.3)

by D00Med » Post

I have made some potions display the effect and time remaining(thanks to playereffects).
I really have no idea how to make a potion of fire resistance, but I will look into it.
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Re: [mod] witchcraft (v0.3)

by azekill_DIABLO » Post

maybe see if the player is in fire (getnode) and then heal the damage that the fire does (4 i think)
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Re: [mod] witchcraft (v0.3)

by D00Med » Post

Thanks, that'd probably work.
I think the 3d_armor mod has fire resistance, I'll have to see how it's done in that mod
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Re: [mod] witchcraft (v0.3)

by Inocudom » Post

I do see some serious decorating potential in this mod and its nodes.

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Re: [mod] witchcraft (v0.3)

by jakab » Post

D00Med wrote:I have made some potions display the effect and time remaining(thanks to playereffects).
I really have no idea how to make a potion of fire resistance, but I will look into it.
thanks :)

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Re: [mod] witchcraft (v0.3)

by amadin » Post

What mean lines without arrows in "Recipe scroll"

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Re: [mod] witchcraft (v0.3)

by D00Med » Post

^they just connect the same potions, to show that they are the same.
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Re: [mod] witchcraft (v0.3)

by amadin » Post

Please add at least a short manual for non-programmers to add and replace recipes to the pot (i mean witchcraft.pot table).

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Re: [mod] witchcraft (v0.3)

by D00Med » Post

^done, it's in th readme file
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Re: [mod] witchcraft (v0.3)

by azekill_DIABLO » Post

Nice!
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Re: [mod] witchcraft (v0.3)

by amadin » Post

D00Med, do you can change pot to cook 3 potions at once? For 1 used bucket with water player will can get 3 potions instead 1.

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Re: [mod] witchcraft (v0.3)

by azekill_DIABLO » Post

amadin wrote:D00Med, do you can change pot to cook 3 potions at once? For 1 used bucket with water player will can get 3 potions instead 1.
That a nice suggestion.
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Re: [mod] witchcraft (v0.3)

by D00Med » Post

Hmm that'd be good, I'm not too sure how that would work though.
I'm thinking of changing the recipes, since it's too easy to obtain death splash potions, and murky splash potions, but harder to obtain the speed/jumping/gravity potions
Edit: I've changed it so that if a pot is right-clicked with 3 bottles, 3 potions are returned. If you only right-click with one bottle, the pot still empties.
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Re: [mod] witchcraft (v0.3)

by amadin » Post

.
Last edited by amadin on Wed Dec 18, 2019 19:45, edited 1 time in total.

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Re: [mod] witchcraft (v0.3)

by D00Med » Post

I've made a start to the new recipes already, they are now listed in order, and there will be a separate recipe chain when moreplants is present. What do you suggest for ingredients? I like the look of the depth changing pot, however it's messy enough with so many pot variants (one for every lv1 potion), and to change the depth requires(as far as I'm aware) a new node for each depth, or am I missing something about the lotpotion mod?
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Re: [mod] witchcraft (v0.3)

by amadin » Post

.
Last edited by amadin on Wed Dec 18, 2019 19:44, edited 1 time in total.

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Re: [mod] witchcraft (v0.3)

by D00Med » Post

Ok, thanks, this has given me a few more ideas.
yes it is entirely possible to have changing depth.
It would require 61 different nodes though, which seems a bit much to me.
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Re: [mod] witchcraft (v0.3)

by Byakuren » Post

D00Med wrote:Ok, thanks, this has given me a few more ideas.
yes it is entirely possible to have changing depth.
It would require 61 different nodes though, which seems a bit much to me.
You could use an entity to draw the liquid contents, and change the visual_size to make it higher or lower, instead of different nodes. This would also let you change the color by changing the texture.
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Re: [mod] witchcraft (v0.3)

by amadin » Post

.
Last edited by amadin on Wed Dec 18, 2019 19:44, edited 1 time in total.

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Re: [mod] witchcraft (v0.3)

by azekill_DIABLO » Post

"chamber pot" ok. LOL
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Re: [mod] witchcraft (v0.3)

by D00Med » Post

Thankyou for all the ideas, I'll try to get some of those done, but I'm a bit busy with other things at the moment.
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