[Mod] Elixirs [elixirs]

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duane
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[Mod] Elixirs [elixirs]

by duane » Fri Jan 20, 2017 04:47

NOTE: This mod requires my status mod, which can be downloaded from: https://github.com/duane-r/status/archive/master.zip

The mod adds bottles of elixir, including some that increase the player's armor and one that allows him to breathe water. I hope to add attack consumables at some point. Elixirs last for one hour of play time, but the effects are lost on death.

All elixirs require a glass bottle and a special ingredient: inspiration (if the inspire mod is available), a slime ball (if slime mobs are available), or a placeholder if neither is available.

Although I don't recommend using this with a standard armor mod, it should cooperate with 3D Armor.

+ Spoiler


Recipes
+ Spoiler



The source is available on github.

Code: LGPL2, Textures: CC0

Mod dependencies: default, status

Download: https://github.com/duane-r/elixirs/archive/master.zip
Last edited by duane on Fri Jan 27, 2017 08:48, edited 2 times in total.
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duane
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Re: [Mod] Elixirs [elixirs]

by duane » Fri Jan 20, 2017 04:47

Problems: None so far.
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Re: [Mod] Elixirs [elixirs]

by duane » Sun Jan 22, 2017 23:11

Added grenades and molotov cocktails via the excellent NSS Bombs API. Grenades have a very small destructive radius, but zap anything in a larger radius with shrapnel.

ImageImage
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elixirs_naptha.png
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Re: [Mod] Elixirs [elixirs]

by duane » Tue Apr 04, 2017 04:49

Added Dr Robertson's Patented Springy Step Elixir, which allows you to jump very high and fall without injury. Warning: Dr Robertson is not responsible for injuries obtained when this product wears off.
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Re: [Mod] Elixirs [elixirs]

by duane » Tue Apr 04, 2017 23:44

azekill_DIABLO wrote:are bombs elexirs?


I recommend them for heart conditions.
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