[Mod] Magicalities [WIP][magicalities]

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IcyDiamond
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[Mod] Magicalities [WIP][magicalities]

by IcyDiamond » Post

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 runs » Post

Oh, impressive. It reminds me Final Fantasy VII magic system.

:-)

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

by texmex » Post

Another interesting mod from IcyDiamond! Will need to test this out.

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

by IcyDiamond » Post

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 » Post

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 Imk » Post

Thanks took to test viewtopic.php?f=23&t=21055
I wanted to be addicted to mana.

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

by jp » Post

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 » Post

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

by Caerulean » Post

Ooh, interesting~

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

by IcyDiamond » Post

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 » Post

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 » Post

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 » Post

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

by IcyDiamond » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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

by distantkay » Post

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.

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

by Pyrollo » Post

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

by Ignaramico » Post

distantkay wrote:
Wed Feb 12, 2020 06:22
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.
I had the same problem, so here is a bit of a resume for what you need to do to start with the mod ( i know is late but i just recently discovered minetest)
Spoiler
1- you need to make a wand (the steel capped wand being the first that you are able to craft)
2- you need to explore and find those library towers, you search them by right clicking them and you get the research notes.
3-you hit a library node with the want, so you get the book that can be used to learn the stuff from the mod
Afterwards said book tells you how to learn the new stuff and what it does (so i will omit that)
the most important thing, is that you need the craftguide mod, so you can search the recipes that you can make at the arcane crafting table and its shapes, other wise is pretty hard to know.
EDIT so i dont double post:
im getting this error when i use the wand with the focus of air/earth/water/fire

Code: Select all

AsyncErr: ServerThread::run Lua: Runtime error from mod 'magicalities' in callback luaentity_Step(): Invalid position (expected table got nil).
stack traceback:
	[C]: in function 'get_node'
	...ap/minetest/1619/.minetest/mods/magicalities/focuses.lua:455: in function <...ap/minetest/1619/.minetest/mods/magicalities/focuses.lua:449>
the other ones (teleport,swapping,light, and tunneling) work without a hitch

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

by IcyDiamond » Post

I have ceased to work on my mods for the foreseeable future. It was nice being part of this community but I'll be going now.
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Re: [Mod] Magicalities [WIP][magicalities]

by Imk » Post

Code: Select all

2021-05-07 18:34:15: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'magicalities' in callback LuaABM::trigger(): /home/imk/minetest/bin/../builtin/game/item.lua:433: attempt to call method 'is_player' (a nil value)
2021-05-07 18:34:15: ERROR[Main]: stack traceback:
2021-05-07 18:34:15: ERROR[Main]:       /home/imk/minetest/bin/../builtin/game/item.lua:433: in function 'item_drop'
2021-05-07 18:34:15: ERROR[Main]:       ...e/imk/minetest/bin/../mods/magicalities/cauldron.lua:211: in function <...e/imk/minetest/bin/../mods/magicalities/cauldron.lua:201>

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

by PolySaken » Post

I saw this first and thought it was Arcanem, then I realized it's Thaumcraft.
You really should at least say it's based on thaumcraft dude.
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