fraang wrote:What's about this idea:
Players who are ghosts can see some kind of ghost structures which normal player can't see. Like old temples, ruins or fortress. Maybe someone can find ghost artefacts with a very, very small probability. These ghosts artefacts could be swords, armors and so on which have normal strength but look cool.
rarkenin wrote:fraang wrote:What's about this idea:
Players who are ghosts can see some kind of ghost structures which normal player can't see. Like old temples, ruins or fortress. Maybe someone can find ghost artefacts with a very, very small probability. These ghosts artefacts could be swords, armors and so on which have normal strength but look cool.
With the current system of nodes, this is hard to implement.
If is_ghost and block.groups["ghostly"]<>0
then
"render block" or "let interact with block" or "open inventory" or "etc"
else
"do nothing"
end
^This is NO real code, just an example.
4aiman wrote:rarkenin wrote:fraang wrote:What's about this idea:
Players who are ghosts can see some kind of ghost structures which normal player can't see. Like old temples, ruins or fortress. Maybe someone can find ghost artefacts with a very, very small probability. These ghosts artefacts could be swords, armors and so on which have normal strength but look cool.
With the current system of nodes, this is hard to implement.
On the contrary ;)
First, like I said, make new "ghostly" blocks replace-able (just like air node).
Second, make this new blocks invisible to normal players. All you need is to check some bool variable, like "is_ghost" or smth like that:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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If is_ghost and block.groups["ghostly"]<>0
then
"render block" or "let interact with block" or "open inventory" or "etc"
else
"do nothing"
end
^This is NO real code, just an example.
Third, these new "ghostly" blocks do not need to have any physics: ghosts are not the subject to the gravity ;)
Fourth, there can be ghostly chests too. Maybe /pulverize command can send items to such chests if there're any nearby. Also ghostly tools can make ghosts less transparent and add them the abilities to interact, speak, etc. And w/o special tools only ghosts should be able to hear a ghost.
Fifth, ghostly villages (TM, probably) can be placed in a huge caves or on the floating islands. They may be spawned like normal houses, but built of ghostly blocks.
Now to the things which ARE difficult...
How about being able to pass through the walls if there's a ghost nearby (a "circle" with the radius of 1-3 blocks around the ghost)? This will require to change blocks "walkable" param. While it isn't possible to change that atm, a needed function can be added.
The slow way is to register an ABM which will check for ghost and switch any node to it's ghostly substitute or other way round if there's NO ghost. For "turned" blocks ghostly group rating can be 1 and for initially ghostly - 2.
BTW, it would be nice to read ALL registered blocks and make ghostly copies after that ;)
However, to implement that the "ghost" mod should be the last loaded mod. How to make that possible w/o having to list all existing mods in the depends.txt?
So, what do you think about all above, people?
InfinityProject wrote:Nice! What if when you became a ghost you left a "dead" entity where you died. Then somehow you could merge back to become living again?
rubenwardy wrote:InfinityProject wrote:Nice! What if when you became a ghost you left a "dead" entity where you died. Then somehow you could merge back to become living again?
That would be easy, not it would not even require c++ code. Just a mod to spawn a ghost entity.
Likwid H-Craft wrote:rubenwardy wrote:That would be easy, not it would not even require c++ code. Just a mod to spawn a ghost entity.
But won't you need C++ to add, it to the build?
Linxx wrote:what about spawning the villages under water too :D
fraang wrote:What's about this idea:
Players who are ghosts can see some kind of ghost structures which normal player can't see. Like old temples, ruins or fortress. Maybe someone can find ghost artefacts with a very, very small probability. These ghosts artefacts could be swords, armors and so on which have normal strength but look cool.
doyousketch2 wrote:Just saw this ghost mod and thought the skeleton mod I'm making kinda fits in.
Maybe when you die, your body decays into a skeleton, then you float away as a ghost...
nextmissinglink wrote:
errmm could you make a lying down skeleton aswell
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