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[Mod] Magicalities [WIP][magicalities]

PostPosted: Sun Aug 11, 2019 18:53
by IcyDiamond
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.
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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.
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Elemental crystals - Absorb magical energy from these to cast your spells!
Hold right-click with your wand to absorb elemental energy from the crystals.
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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.
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Cauldron - This into that - turn items into magical items!
Cauldrons are used to create magical crafting items or to make special potions.
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Research Table - Magical research.
Research Table is where you learn to do all of your magic tricks.
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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!

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

PostPosted: Mon Aug 12, 2019 17:34
by runs
Oh, impressive. It reminds me Final Fantasy VII magic system.

:-)

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

PostPosted: Tue Aug 13, 2019 10:23
by texmex
Another interesting mod from IcyDiamond! Will need to test this out.

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

PostPosted: Sat Aug 17, 2019 13:11
by IcyDiamond
Started working on cauldrons, quick demo video here: https://i.lunasqu.ee/2019-08-17_16-05-09.mp4

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

PostPosted: Tue Aug 20, 2019 10:22
by IcyDiamond
Added recipes to all the items currently in the mod, supports craftguide as well.

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

PostPosted: Thu Aug 29, 2019 06:33
by Imk
Thanks took to test viewtopic.php?f=23&t=21055
I wanted to be addicted to mana.

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

PostPosted: Thu Sep 12, 2019 14:07
by jp
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

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

PostPosted: Sun Sep 15, 2019 03:51
by Lone_Wolf
This looks really cool. Interested to see where it goes...

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

PostPosted: Thu Sep 19, 2019 08:16
by Caerulean
Ooh, interesting~

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

PostPosted: Wed Oct 09, 2019 15:19
by IcyDiamond
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!

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

PostPosted: Wed Oct 09, 2019 15:29
by IcyDiamond
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

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

PostPosted: Thu Oct 10, 2019 13:57
by jp
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

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

PostPosted: Thu Oct 10, 2019 17:17
by IcyDiamond
Oh great, I have to write an appropriate string generator now, thanks

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

PostPosted: Tue Oct 15, 2019 20:25
by IcyDiamond
I fixed the craftguide registrations in the latest commit, also put the mod up on the ContentDB.

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

PostPosted: Tue Oct 15, 2019 20:33
by IcyDiamond
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.

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

PostPosted: Tue Nov 05, 2019 22:11
by IcyDiamond
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.

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

PostPosted: Tue Nov 05, 2019 22:59
by texmex
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.

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

PostPosted: Fri Nov 08, 2019 13:34
by IcyDiamond
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.

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

PostPosted: Fri Nov 08, 2019 18:41
by IcyDiamond
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.

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

PostPosted: Wed Feb 12, 2020 06:22
by distantkay
Unfortunately, I can’t figure out how to use these items. I’ve been trying for several days, but without result.
Perhaps this is because I do not know English.
In my opinion, a more detailed instruction is very necessary.

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

PostPosted: Wed Feb 12, 2020 09:31
by Pyrollo
IcyDiamond wrote:Basic research table has been added!


Discovery speed could be increased by the presence of surrounding book shelves. This could be an idea to have big libraries if you want to be a wizard.

I had some thinking about magical mod but unfortunately no time to start anything (except LATE).