magical weapons mod

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veNext​
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magical weapons mod

by veNext​ » Fri Dec 22, 2017 20:42

Version 1.6
This is a mod that adds magical weapons
Made by me the mod is still in bata so it may be bugy

Image

Download
https://github.com/veNext/magic_mod


recipes
Image

notes
Untested on multiplayer

You guys are free to give any feedback I appreciate it all and im open to all ideas​
Last edited by veNext​ on Sun Feb 03, 2019 17:41, edited 27 times in total.
 

R-One
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Re: magical weapons mod

by R-One » Sat Dec 23, 2017 11:20

Hello,

I tested your mod pretty, cool for a beta.

Some small suggestions:

- The projectile never falls ... ex: you throw right above your head.
- The projectile explodes if you shoot in the water.
- It would be cool to have more chopsticks with different power like tools.
- It should be able to disable explosions because I imagine not leave this kind of objects on a server.
- It should be able to have a configuration file for example damage, explosions?
- It would take a spell reload time to avoid spam click.

bravo goes on as well
 

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Re: magical weapons mod

by veNext​ » Sat Dec 23, 2017 17:50

R-One wrote:Hello,

I tested your mod pretty, cool for a beta.

Some small suggestions:

- The projectile never falls ... ex: you throw right above your head.
- The projectile explodes if you shoot in the water.
- It would be cool to have more chopsticks with different power like tools.
- It should be able to disable explosions because I imagine not leave this kind of objects on a server.
- It should be able to have a configuration file for example damage, explosions?
- It would take a spell reload time to avoid spam click.

bravo goes on as well


Thank you so much for your feedback
Im working on getting the water problem fixed
And I will see what I can do about spam firing
Also I plan to add several more weapons if that is what you mean by chopsticks
 

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Re: magical weapons mod

by veNext​ » Sat Dec 23, 2017 20:18

Update
Added config file
And
Bullets can now go through water
 

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Re: magical weapons mod

by R-One » Sun Dec 24, 2017 08:32

hi,

I continued the tests.

- the water :

it works with water sources but not with flowing water.

- the boom1_siz in the .conf file:

It's a great addition, just a little bug when it's set to zero, the player jumps on the spot.

Warning too many cause a server crash, maybe limit the max value? (example boom1_siz = 100 = lag + crash, 50 too)

On my machine 25 seems to be a good figure for an ultra powerful wand.

- Bug in boom.lua:

TNT Boom has no texture.

boom.register_boom ({
name = "magic_mod: boom",
description = "TNT",
radius = boom_radius,
})

- License choice problem:

Would-it be possbile in the mind of the minetest community to pass the mod under a free culture license like CC-BY-SA? which in no way makes you lose the paternity of your work.

https://creativecommons.org/licenses/by-sa/4.0/

*** small additions

- Remember to add description.txt and / or screenshot.png in the root folder of mod.

https://forum.minetest.net/viewtopic.php?f=47&t=14224

- Supporter Internationalization Lib for Minetest

Just to allow everyone to have your mod in their languages ​​(for example French for me)

https://forum.minetest.net/viewtopic.php?id=4929

(even if in the long term, we can do it in native https://forum.minetest.net/viewtopic.php?f=18&t=18349)

- ideas ?

Is there the possibility to make different style of balls? fire, cold, water ....

Is there the possibility of making an API allowing other mods to integrate magic weapons?


Otherwise, really again it's good work, continuous like that!
 

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Re: magical weapons mod

by veNext​ » Sun Dec 24, 2017 20:19

R-One wrote:hi,

I continued the tests.

- the water :

it works with water sources but not with flowing water.

- the boom1_siz in the .conf file:

It's a great addition, just a little bug when it's set to zero, the player jumps on the spot.

Warning too many cause a server crash, maybe limit the max value? (example boom1_siz = 100 = lag + crash, 50 too)

On my machine 25 seems to be a good figure for an ultra powerful wand.

- Bug in boom.lua:

TNT Boom has no texture.

boom.register_boom ({
name = "magic_mod: boom",
description = "TNT",
radius = boom_radius,
})

- License choice problem:

Would-it be possbile in the mind of the minetest community to pass the mod under a free culture license like CC-BY-SA? which in no way makes you lose the paternity of your work.

https://creativecommons.org/licenses/by-sa/4.0/

*** small additions

- Remember to add description.txt and / or screenshot.png in the root folder of mod.

https://forum.minetest.net/viewtopic.php?f=47&t=14224

- Supporter Internationalization Lib for Minetest

Just to allow everyone to have your mod in their languages ​​(for example French for me)

https://forum.minetest.net/viewtopic.php?id=4929

(even if in the long term, we can do it in native https://forum.minetest.net/viewtopic.php?f=18&t=18349)

- ideas ?

Is there the possibility to make different style of balls? fire, cold, water ....

Is there the possibility of making an API allowing other mods to integrate magic weapons?


Otherwise, really again it's good work, continuous like that!


Im going to be adding more ball styles
And I will add the description.txt languages and screenshot.png
The tnt is just a place holder for now
And I don't know the name of flowing water to add it
 

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Re: magical weapons mod

by veNext​ » Sun Dec 24, 2017 21:20

Update
Change download to mediafire
Change ordinary wand to electric wand
Added ice wand
Added hp wand
Added ice wall
And fix a few bugs
 

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Re: magical weapons mod

by R-One » Mon Dec 25, 2017 07:22

Hello

I continued the tests:

- For the water flowing you find in default \ nodes.lua

Liquids
-------
(1. Source 2. Flowing)

default: water_source
default: water_flowing

default: river_water_source
default: river_water_flowing

- Gameplay side, I do not understand the choice 1 spell = 1 magic wand.

In my opinion, I would have seen a magic wand system with improvements, the more difficult the craft is, the stronger the wand is. And on the other hand a system of spell to be able to change it quickly in combat for example?

- The ice wall emerge too close to our character, and even sometimes the character is stuck in it.

- I still see your TNT blocks without textures is this normal?

- The healing spell kills mobs_redo's mobs instead of healing them. ;-p

- A small addition to todo list: to put the support of mod MANA in option?
viewtopic.php?t=11154
 

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Re: magical weapons mod

by veNext​ » Mon Dec 25, 2017 08:08

R-One wrote:Hello

I continued the tests:

- For the water flowing you find in default \ nodes.lua

Liquids
-------
(1. Source 2. Flowing)

default: water_source
default: water_flowing

default: river_water_source
default: river_water_flowing

- Gameplay side, I do not understand the choice 1 spell = 1 magic wand.

In my opinion, I would have seen a magic wand system with improvements, the more difficult the craft is, the stronger the wand is. And on the other hand a system of spell to be able to change it quickly in combat for example?

- The ice wall emerge too close to our character, and even sometimes the character is stuck in it.

- I still see your TNT blocks without textures is this normal?

- The healing spell kills mobs_redo's mobs instead of healing them. ;-p

- A small addition to todo list: to put the support of mod MANA in option?
viewtopic.php?t=11154


Will I plan to add several more spells for the wand
And the idea of the MANA mod looks cool
I haven't removed the tnt so
Thanks for the name of the water flowing I will be adding​ that soon
Also as for the mobs I will see what I can do
 

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Re: magical weapons mod

by veNext​ » Mon Dec 25, 2017 20:27

Don't expected any big updates to day
 

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Re: magical weapons mod

by veNext​ » Tue Dec 26, 2017 00:52

I wasn't going to do anything today but
I feel like you guys deserve something
So update
Added lunar wand
 

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Re: magical weapons mod

by void » Thu Dec 28, 2017 11:29

veNext​ wrote:Update
Added crosshair

I think you are missing some files inside the mod, you have the craft for one single wand but not the node definition, am i missing something?
 

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Re: magical weapons mod

by veNext​ » Thu Dec 28, 2017 17:58

void wrote:
veNext​ wrote:Update
Added crosshair

I think you are missing some files inside the mod, you have the craft for one single wand but not the node definition, am i missing something?


No your not missing anything
Is still in bata so is sill very bugy
I didn't add a node definition because the nodes is just a place holder for testing
And the other wands will be able to be craft but I was going to add new stuff for them to be craft out of

And thanks for testing it
 

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Re: magical weapons mod

by veNext​ » Sat Dec 30, 2017 06:20

Deleted
Last edited by veNext​ on Thu Feb 15, 2018 19:41, edited 1 time in total.
 

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Re: magical weapons mod

by veNext​ » Mon Jan 01, 2018 22:41

Update
Added / testing mp
Back to one wand for testing
Let me know what you think
 

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Re: magical weapons mod

by veNext​ » Wed Jan 17, 2018 19:31

So is been a while since I updated this but a update​ will be coming soon
Last edited by veNext​ on Wed Jan 30, 2019 09:03, edited 1 time in total.
 

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Re: magical weapons mod

by veNext​ » Tue Feb 13, 2018 20:47

Update
Mp works better
Change config file
 

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Re: magical weapons mod

by veNext​ » Wed Feb 14, 2018 20:31

Update
Re added dark wand
Added crafting recipe for wand
Added crafting recipe for dark wand
Added crafting recipe for red diamond
And
You no longer need the rock to shoot
 

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Re: magical weapons mod

by veNext​ » Fri Feb 16, 2018 00:56

Update
Added crystal ore
Added ice wand
Added crafting recipe for ice wand
 

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Re: magical weapons mod

by veNext​ » Sat Feb 17, 2018 03:26

Update
Re added hp wand renamed judgment wand
Re added lunar wand
Added crafting recipe for judgment wand
Added crafting recipe for lunar wand
Resized bullets collision box
 

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Re: magical weapons mod

by SonosFuer » Sat Feb 17, 2018 04:25

You should make the ice wand freeze water when it hits it.
Working on a content database for minetest mods, servers, and etc Check it out and give me feedback at https://forum.minetest.net/viewtopic.php?f=14&t=18137
 

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Re: magical weapons mod

by veNext​ » Sat Feb 17, 2018 05:11

SonosFuer wrote:You should make the ice wand freeze water when it hits it.

That's a good idea I probably will
 

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Re: magical weapons mod

by veNext​ » Sat Feb 17, 2018 08:47

SonosFuer wrote:You should make the ice wand freeze water when it hits it.


Requested updated the ice wand will now freeze water
Added crystal shard
Updated screenshot.png
Requested Added fire wand
 

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Re: magical weapons mod

by veNext​ » Wed Feb 21, 2018 21:03

Update
Added crystal sword
Added electric sword
Added dark sword
Added ice sword
Added judgment sword
Added lunar sword
Added fire sword
Change wands are now bigger
 

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