Wands are point-and-click. Each type has a different range and a different set of things (nodes, players, any entities, etc.) it will target (the mod traces a ray from your camera to the first viable target within range). Each wand currently has 10 charges, but this can easily be customized at the top of the Lua files and I will probably be creating an API so other mods can set parameters on a per-type and/or per-instance basis.
Wands are crafted using the following pattern:
Code: Select all
(M = mese, X = item that depends on the type of wand)
X M X
– M –
– M –
Wand of Fire (X = torch)
Engulfs the target node or entity/player in a 4m radius fireball of magical flames. The magical flames hurt all entities/players, unlike the damage_per_second feature used by basic flames which only hurts players. After a couple seconds the magical flames degenerate into basic flames. (This thing can set forest fires like you wouldn't believe!)
Wand of Teleportation (X = glass)
Teleports you to the target node. The target is chosen as the first walkable node between 4m and 4km that has two non-walkable, non-damaging nodes above it. You can land in air or water, but nothing solid and no lava or normal fire. This can be anywhere, including to the surface or a cavern straight up/down through solid ground. (Note: will not teleport you to unloaded areas at this time.)
Wand of Attraction (X = iron lump)
Removes all nodes within a 4m radius of the target solid (walkable) node (can be up to about 250 nodes if shot at a chunk of solid ground through a small hole, but usually more like half of that). Collects all the drops of these nodes and sends them to the target location as item stacks that can be picked up easily. Also collects any existing item stacks within the effect radius and sends them to the target location. Has no effect on entities/players (other than leaving them in a hole).
Wand of Destruction (X = bucket of lava; no you don't get the buckets back)
Removes all nodes within a 10m radius of the target node or entity/player (leaving NOTHING behind), also doing a large amount of damage (20) to all entities in the explosion. DON'T get caught in your own blast!
Wand of Digging (x = steel pick)
Digs a 3mx3m shaft in the direction you are looking, starting at the target solid node and extending 20m. Collects drops from the dug nodes along the way and deposits them as item stacks you can pick up at the far end of the shaft. No effect on entities/players.
Wand of Glass (X = sand)
Creates a 6m radius hollow spherical shell of glass around the target node or entity/player. Also removes all liquid (water, lava, etc.) within the sphere. Does not replace solid nodes with glass, but does replace air, liquids, and anything that isn't "walkable" (torches, etc.).
Wand of Stone (X = stone)
Creates a walkable stone bridge between the wielder's current location and the target solid node. The walkway goes only in the cardinal directions (north, south, east, west), but will include stairs for up/down, and even spiral if the direction of the target location is too steep up/down. Also removes all nodes in the 2-3 spaces above the walkway to leave room for walking. (Note: this can burrow through things in a sometimes rather unpredictable way.)
Wands I've thought of but haven't implemented yet:
Wand of Water (X = bucket of water)
Creates a 3mx3mx3m mass of water (sources?) above the target walkable node. Could be useful for long falls and to create fountains, pools, lakes, rivers, etc.
Ideas I haven't implemented yet:
- Currently each type of wand has parameters like its damage, range, charges, etc. hard-coded. I'll probably create an API instead that allows other mods to change things on a per-type or per-instance basis (storing per-instance stuff in stack metadata).
- I'll probably create an API for recharging a wand too, though I haven't decided whether to also include some kind of default mechanism for a player to recharge them.