[Mod] Magicalities [WIP][magicalities]

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IcyDiamond
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[Mod] Magicalities [WIP][magicalities]

by IcyDiamond » Sun Aug 11, 2019 18:53

A work-in-progress magic mod.


Wands and wand focuses - Wands, in conjunction with wand focuses, are used to cast various spells.
These currently include: Tunneling, Node Swapping, Teleportation, Fire Burst, Water Burst, Wind and Earth attacks.
Image

In-game Guidebook - This guidebook contains information about everything you have learned.
Hit a bookshelf with a wand to obtain this invaluable source of information.
Image

Elemental crystals - Absorb magical energy from these to cast your spells!
Hold right-click with your wand to absorb elemental energy from the crystals.
Image

Arcane Crafting - Craft magical items!
This custom crafting mechanic requires elemental energy to craft magical items, such as the Elemental Ring (which shows contents of crystals) and aforementioned focuses.
Image

Cauldron - This into that - turn items into magical items!
Cauldrons are used to create magical crafting items or to make special potions.
Image

Research Table - Magical research.
Research Table is where you learn to do all of your magic tricks.
Image


This is a work-in-progress mod. More information will be added to this thread when it becomes available.
Supports craftguide (highly recommended).

Source code: https://gitlab.icynet.eu/evert/magicalities
ContentDB: here
License: MIT

See this mod and my other mods in action on my public server "Icy's Mod-world" at home.lunasqu.ee!
Last edited by IcyDiamond on Wed Nov 20, 2019 16:39, edited 14 times in total.
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Re: [Mod] Magicalities [Big WIP][magicalities]

by IcyDiamond » Sat Aug 17, 2019 13:11

Started working on cauldrons, quick demo video here: https://i.lunasqu.ee/2019-08-17_16-05-09.mp4
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Re: [Mod] Magicalities [Big WIP][magicalities]

by IcyDiamond » Tue Aug 20, 2019 10:22

Added recipes to all the items currently in the mod, supports craftguide as well.
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Re: [Mod] Magicalities [Big WIP][magicalities]

by jp » Thu Sep 12, 2019 14:07

There is a small misuse of craftguide.register_craft in your mod: the fields width and height are actually not required (this is automatically calculated).

See the API: https://github.com/minetest-mods/craftg ... ter/API.md
 

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Re: [Mod] Magicalities [Big WIP][magicalities]

by Lone_Wolf » Sun Sep 15, 2019 03:51

This looks really cool. Interested to see where it goes...
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Re: [Mod] Magicalities [Big WIP][magicalities]

by IcyDiamond » Wed Oct 09, 2019 15:19

jp wrote:There is a small misuse of craftguide.register_craft in your mod: the fields width and height are actually not required (this is automatically calculated).

See the API: https://github.com/minetest-mods/craftg ... ter/API.md

Thanks for the heads up!
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Re: [Mod] Magicalities [Big WIP][magicalities]

by IcyDiamond » Wed Oct 09, 2019 15:29

jp wrote:the fields width and height are actually not required (this is automatically calculated).


It says that the recipe is too big to be displayed (1x9) when i omit them, though

EDIT: nevermind, the latest release of craftguide seems to ignore my width and height as well
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Re: [Mod] Magicalities [Big WIP][magicalities]

by jp » Thu Oct 10, 2019 13:57

IcyDiamond wrote:It says that the recipe is too big to be displayed (1x9) when i omit them, though

You're misusing the crafting API which is simpler than the engine one. Example:

Code: Select all
{
   width = 3,
   type = "arcane",
   items = {
      "default:gold_ingot",
      "default:gold_ingot",
      "default:gold_ingot",
      "default:gold_ingot",
      "",
      "default:gold_ingot"
   },
   output = "magicalities:cap_gold",
   height = 3
}

Should be:

Code: Select all
{
   type = "arcane",
   items = {
      "default:gold_ingot, default:gold_ingot, default:gold_ingot",
      "default:gold_ingot,,default:gold_ingot"
   },
   output = "magicalities:cap_gold",
}


The commas are inside the strings. When you place it outside, you're setting the width. Take a deep look at the craftguide API doc: https://github.com/minetest-mods/craftg ... ter/API.md
 

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Re: [Mod] Magicalities [Big WIP][magicalities]

by IcyDiamond » Thu Oct 10, 2019 17:17

Oh great, I have to write an appropriate string generator now, thanks
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Re: [Mod] Magicalities [Big WIP][magicalities]

by IcyDiamond » Tue Oct 15, 2019 20:25

I fixed the craftguide registrations in the latest commit, also put the mod up on the ContentDB.
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Re: [Mod] Magicalities [Big WIP][magicalities]

by IcyDiamond » Tue Oct 15, 2019 20:33

Although this is well and dandy and all but I'd like to have the guidebook be the source of the recipes and I will also make the arcane and wand recipes learnable instead of them all being available by default.
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Re: [Mod] Magicalities [Big WIP][magicalities]

by IcyDiamond » Tue Nov 05, 2019 22:11

I'm working on a way to "research" and "learn" recipes and wand abilities. I do not have many creative ideas right now so I'll try implementing something simple first so that I can get new features in and worry about the intricates of the research system later, I guess.
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Re: [Mod] Magicalities [Big WIP][magicalities]

by texmex » Tue Nov 05, 2019 22:59

I like the research idea and will be interested in what mechanisms you will arrive at. I guess it needs to _feel_ like you’re doing something research-like and not just, as in strategy games, simply watch a timer tick.
 

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Re: [Mod] Magicalities [Big WIP][magicalities]

by IcyDiamond » Fri Nov 08, 2019 13:34

Basic research table has been added!
Image
Now you need to learn many of the magical recipes before you can craft them. This system will be improved/expanded in the future for sure.

Sidenote: If you can't "learn" anything, it means that you don't have enough research points. Give yourself some "Research Note" (magicalities:note) and right-click a few of them to get some research points.
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Re: [Mod] Magicalities [Big WIP][magicalities]

by IcyDiamond » Fri Nov 08, 2019 18:41

I added a tower structure that generates randomly in the world which contains bookshelves that you can obtain knowledge from in order to research topics.
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