[mod] witchcraft (v0.3)

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Re: [mod] witchcraft (v0.3)

by azekill_DIABLO » Thu Sep 01, 2016 10:00

maybe see if the player is in fire (getnode) and then heal the damage that the fire does (4 i think)
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Re: [mod] witchcraft (v0.3)

by D00Med » Thu Sep 01, 2016 20:16

Thanks, that'd probably work.
I think the 3d_armor mod has fire resistance, I'll have to see how it's done in that mod
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Re: [mod] witchcraft (v0.3)

by Inocudom » Thu Sep 01, 2016 23:54

I do see some serious decorating potential in this mod and its nodes.
 

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Re: [mod] witchcraft (v0.3)

by jakab » Fri Sep 02, 2016 13:26

D00Med wrote:I have made some potions display the effect and time remaining(thanks to playereffects).
I really have no idea how to make a potion of fire resistance, but I will look into it.

thanks :)
 

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Re: [mod] witchcraft (v0.3)

by amadin » Sun Oct 09, 2016 15:40

What mean lines without arrows in "Recipe scroll"
 

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Re: [mod] witchcraft (v0.3)

by D00Med » Mon Oct 10, 2016 04:56

^they just connect the same potions, to show that they are the same.
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Re: [mod] witchcraft (v0.3)

by amadin » Tue Oct 11, 2016 11:23

Please add at least a short manual for non-programmers to add and replace recipes to the pot (i mean witchcraft.pot table).
 

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Re: [mod] witchcraft (v0.3)

by D00Med » Wed Oct 12, 2016 23:05

^done, it's in th readme file
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Re: [mod] witchcraft (v0.3)

by azekill_DIABLO » Thu Oct 13, 2016 16:42

Nice!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [mod] witchcraft (v0.3)

by amadin » Fri Oct 14, 2016 11:53

D00Med, do you can change pot to cook 3 potions at once? For 1 used bucket with water player will can get 3 potions instead 1.
 

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Re: [mod] witchcraft (v0.3)

by azekill_DIABLO » Fri Oct 14, 2016 18:09

amadin wrote:D00Med, do you can change pot to cook 3 potions at once? For 1 used bucket with water player will can get 3 potions instead 1.

That a nice suggestion.
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [mod] witchcraft (v0.3)

by D00Med » Fri Oct 14, 2016 19:54

Hmm that'd be good, I'm not too sure how that would work though.
I'm thinking of changing the recipes, since it's too easy to obtain death splash potions, and murky splash potions, but harder to obtain the speed/jumping/gravity potions
Edit: I've changed it so that if a pot is right-clicked with 3 bottles, 3 potions are returned. If you only right-click with one bottle, the pot still empties.
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Re: [mod] witchcraft (v0.3)

by amadin » Sat Oct 15, 2016 07:01

I can help you with recipes if you agree recipes similar minecraft but with farming-redo minetest mod.
Can you change the pot filling like here https://yadi.sk/i/5stumwIZwsW3C? This will reasonable if someone think about not stackable potions. This cauldron from lottpotion mod https://github.com/minetest-LOTR/Lord-o ... lottpotion.
 

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Re: [mod] witchcraft (v0.3)

by D00Med » Sat Oct 15, 2016 20:52

I've made a start to the new recipes already, they are now listed in order, and there will be a separate recipe chain when moreplants is present. What do you suggest for ingredients? I like the look of the depth changing pot, however it's messy enough with so many pot variants (one for every lv1 potion), and to change the depth requires(as far as I'm aware) a new node for each depth, or am I missing something about the lotpotion mod?
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Re: [mod] witchcraft (v0.3)

by amadin » Sun Oct 16, 2016 10:56

What do you suggest for ingredients?

I suggest http://www.minecraftxl.com/p/files/minecraft-potions-brewing-system.png to replace unavailable ingredients, remove unavailable potions (except "no effect" potions) and add new potions (dragon and other), ingredients get from from farming-redo mod (sugar, golden carrot, melon, grapes), also obsidian_shard, bucket_lava, flint, flint_and_steel, mushroom_red, mushroom_brown maybe something else. For lvl2 potions may use brewing stand with mese_crystal_fragment. If moreplant installed then recipes will something another. I can try to write all recipes in witchcraft.pot or here if you accept this suggestion.
I like the look of the depth changing pot, however it's messy enough with so many pot variants (one for every lv1 potion), and to change the depth requires(as far as I'm aware) a new node for each depth, or am I missing something about the lotpotion mod?

In lotpotion a cauldron is using only for water reservoir and it work only with bucket_with_water and empty bottle. Lotpotion have 4 different cauldron models and 4 different cauldron nodes (empty, one third full, two third full, full) that have same water texture. I thought is possible to use only 1 empty and 3 filled pots nodes and models (one third full, two third full, full) and just changing pots water animation textures for that. Am I wrong?
 

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Re: [mod] witchcraft (v0.3)

by D00Med » Sun Oct 16, 2016 20:10

Ok, thanks, this has given me a few more ideas.
yes it is entirely possible to have changing depth.
It would require 61 different nodes though, which seems a bit much to me.
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Re: [mod] witchcraft (v0.3)

by Byakuren » Mon Oct 17, 2016 07:28

D00Med wrote:Ok, thanks, this has given me a few more ideas.
yes it is entirely possible to have changing depth.
It would require 61 different nodes though, which seems a bit much to me.

You could use an entity to draw the liquid contents, and change the visual_size to make it higher or lower, instead of different nodes. This would also let you change the color by changing the texture.
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Re: [mod] witchcraft (v0.3)

by amadin » Mon Oct 17, 2016 08:16

Can you add night vision potion? This can help (from LightCorrect mod):

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lightcorrect = {}
   minetest.register_globalstep(
   function(dtime)
   local light = (minetest.get_timeofday()*2)
   if light < 0.47 then
      for _,player in ipairs(minetest.get_connected_players()) do
      player:override_day_night_ratio((light)+0.2)
   end
   end
end
)


Also i propose add to topic name world "potions" or "pot", although the google translator translated "pot" into my language in terms of "a flower pot" or "chamber pot" :)
 

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Re: [mod] witchcraft (v0.3)

by azekill_DIABLO » Mon Oct 17, 2016 14:50

"chamber pot" ok. LOL
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [mod] witchcraft (v0.3)

by D00Med » Mon Oct 17, 2016 19:40

Thankyou for all the ideas, I'll try to get some of those done, but I'm a bit busy with other things at the moment.
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Re: [mod] witchcraft (v0.3)

by Andrey01 » Mon Oct 24, 2016 15:56

DOOMed, you will add more potions and materials for them
 

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Re: [mod] witchcraft (v0.3)

by D00Med » Tue Oct 25, 2016 20:37

I've added a night vision potion. I still haven't tried making a fire resist potion.
I've decided not to make the pot/s have depth, so now I'm just working on the recipes and new potions.
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Re: [mod] witchcraft (v0.3)

by amadin » Wed Oct 26, 2016 06:23

Cool, but i think time of Shady potion 1 lvl is too short, time for lvl2 i can't check (see issue on github).
EDIT: lvl2 have very short time too, i think 3 and 6 or 8 minutes need for 1lvl and 2lvl similar night vision potion or Minecraft potions time.
 

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Re: [mod] witchcraft (v0.3)

by amadin » Thu Oct 27, 2016 09:00

Pity that the Shiny Potion potion does not work underground. In previous post i mean Shiny Potion too.
 

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Re: [mod] witchcraft (v0.3)

by D00Med » Thu Oct 27, 2016 20:11

I don't want them to make the day scroll pointless. I'll double the duration.
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Re: [mod] witchcraft (v0.3)

by D00Med » Fri Nov 11, 2016 20:58

Update:
>added a fire resist potion(called cold potion), which will cancel out damage caused by lava and fire.
>swapped yellow and gold potion effects, it makes more sense for the gold potion to place a gold block
>changed the recipes, the guide doesn't work for now
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Re: [mod] witchcraft (v0.3)

by jakab » Mon Dec 26, 2016 09:33

khmm .... why is it same like the other ? there is no light potion, or fire resistance, ewen it isnt changed the recipes !
is there any download to download the new ? :D
 

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Re: [mod] witchcraft (v0.3)

by D00Med » Mon Dec 26, 2016 20:10

Did you use the link in the middle of the first post or the version attatched? if you used the latter, don't. It is out of date.
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Re: [mod] witchcraft (v0.3)

by jakab » Fri Dec 30, 2016 10:19

yeah i have tried booth, and it is working. almost. there is a cold potion, but it isnt do anithing. and all the new potion isnt there :P
 

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Re: [mod] witchcraft (v0.3)

by D00Med » Fri Dec 30, 2016 19:43

The cold potion will cancel out damage from lava, but it's a bit buggy.
The light potion is also there, it is the "shiny potion"
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