Crystal Hearts Mod

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Neuromancer
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Crystal Hearts Mod

by Neuromancer » Sat Jan 09, 2016 19:43

Goal of this mod: To make mining more interesting.
Crystal Hearts: Start out with fewer hearts and discover new ones. When you find these bad boys, your max hitpoints gets an extra heart.

Current state: Crystal heart node can be found underground rarely. Does nothing.

Download:
https://github.com/Neuromancer56/CrystalHeart
 

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Nathan.S
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Re: Crystal Hearts Mod

by Nathan.S » Sat Jan 09, 2016 21:34

Does dying effect the max heart level? For example say I find some of these hearts and get more max HP, when I die does it go back to no extra, stay the same or just take away some certain number of hearts?
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Neuromancer
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Re: Crystal Hearts Mod

by Neuromancer » Sat Jan 09, 2016 21:56

Nathan.S wrote:Does dying effect the max heart level? For example say I find some of these hearts and get more max HP, when I die does it go back to no extra, stay the same or just take away some certain number of hearts?

Both scenarios make sense. I'd be willing to try either and see what works the best. But I've run into some trouble:
https://forum.minetest.net/viewtopic.php?f=5&t=10347 while you can get_hp and set_hp, you can't set_max_hp. That is hardcoded into the engine as 20hp. Seems really limiting. There really is no way to "level up" in Minetest. I've not seen many games that don't allow this. There should be a way to reward users for gaining experience etc. It would make it possible to create mods that would make the game more fun.
 

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Don
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Re: Crystal Hearts Mod

by Don » Sat Jan 09, 2016 22:26

I don't know much about the HUD. Would hud_replace_builtin give you the ability to set up your own system for health?
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maikerumine
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Re: Crystal Hearts Mod

by maikerumine » Sun Jan 10, 2016 01:31

Here is an idear:

Have the mod look at player when damage is given and intersect there.
If get player name get damage >1 then
at this point decide the percentage of actual damage taken.

I.E. if a 4hp damage from mob then take this and multiply the coefficient to this number to get new hp.

if hp > 20 then end.

Very hackish, but could make for some interesting game play.

The problem is if damage is <= 0 then you will die outright, there fore the mod will need to stall this check possibly.

just my thoughts.
 

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Re: Crystal Hearts Mod

by Neuromancer » Sun Jan 10, 2016 14:05

These are all good ideas, but a little complicated. If anyone wants to help out, you can go to my github. I don't claim any special ownership of this mod, and just really want to be able to have it to play. So if you wind up doing a lot of work you can claim the mod as yours. I'm willing to help as best I can, but I can change the license on the textures to CC0 or WTFPL and you can just have them. Ideally the engine would be changed to allow for this, but it might not be realistic to expect the change. Otherwise I'll just keep plodding along.
 

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Re: Crystal Hearts Mod

by TailsTheFoxDoes MT » Thu Jun 23, 2016 04:30

Could you make it like Golden Apples? The golden apple hearts look different than normal being golden hearts.
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