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[mod] witchcraft (v0.3)

PostPosted: Tue May 31, 2016 20:52
by D00Med
Image
A mod that adds several potions and magical scrolls.
To improve the fun of the mod, none of the potions are named very clearly, and the recipes won't be given directly.
Some recipes are in the readme file.
Each potion must be cooked in a magic cooking pot, which will fill glass bottles when right clicked.
The cooking pot is magical, so there's no need to light a fire under it, or provide it with fuel;)
The brewing stand must be right clicked with a mese crystal fragment, to make it ready, and then with a potion to start the brewing process. This will strengthen the potion
The potions can be placed like ordinary glass bottles. There is also a potion shelf, dried herbs, and jars of eyes and slime.
The effects of the potions are:
>healing the user
>killing the user
>harming the user
>fast movement
>slow movement
>blowing up the user
>fire breath
>refill breath
>making the player hungry
>making the player less hungry
>surrounding the player with black particles(darkness)
>anti gravity
>higher jumping
>faster swimming
>invisibility
>smoke screen(sort of)
>adding experience(with experience mod) or giving the player some useful items
>placing a melon(with farming_redo) or growing a jungletree
>night vision
>resist fire

There are also splash potions, crafted by adding a stick to a normal potion:
>fire bomb
>tnt
>speed
>jump
>slow
>antigrav
>healing
>damaging
>death
>smoke
>darkness

The scrolls effects are:
>spawning a dog
>lightning strike
>set time to day
>set time to night
>spawning a tree or transforming entities into trees
>icicles
>fireballs
>showing the recipes for potions

screenshot:
Image

dependancies:
default
vessels
tnt
fire
playereffects
farming_redo?
lightning?
experience?
pmobs?
moreplants?
hud_hunger?
horror?

Latest version: https://github.com/D00Med/witchcraft/
First version attached.

Updates:
(8/01/17):
>updated recipe scroll to match new recipes

(12/11/16):
>added silver potion
>swapped gold and yellow potions
>changed the recipes

(1/9/16):
>added bottles and some ingredients
>the pentagram can be rightclicked to summon a monster/animal, if horror, mobs_monster or dmobs or pmobs or mobs_animal are present.
>the potions that use playereffects now display the effect and the time remaining.

(26/8/16)[v0.3]
>physics changing potions now use player effects
>added some decorative nodes(mortar and pestle, and a pentagram)

(17/8/16):
>added alternate potions for those that need other mods
>changed recipe for healing potions
>added splash potions(heal, death, murky, jump, light, speed, thick, shadow, and smoke)

(16/8/16):
>Fixed some potions returning buckets instead of bottles
>Changed the recipe for yellow potions
>Made blank scrolls easier to craft, and magic scrolls harder to craft

license:
code: LGPL 2.1+
textures: CC BY-SA 3.0
More details in the mod

Re: [mod] witchcraft

PostPosted: Wed Jun 01, 2016 00:17
by Nathan.S
This looks really interesting, will have to check it out.

Re: [mod] witchcraft

PostPosted: Wed Jun 01, 2016 09:41
by azekill_DIABLO
nice, i love the shelf!

Re: [mod] witchcraft

PostPosted: Mon Jun 06, 2016 21:50
by TailsTheFoxDoes MT
Can you maybe change the name, as.. christians don't like witchcraft, maybe something like magic_items or something like that.

Re: [mod] witchcraft

PostPosted: Tue Jun 07, 2016 03:17
by D00Med
Hmm well, if they don't like witchcraft then the word is not going to be the problem.

Re: [mod] witchcraft

PostPosted: Tue Jun 07, 2016 13:35
by Nathan.S
TailsTheFoxDoes MT wrote:Can you maybe change the name, as.. christians don't like witchcraft, maybe something like magic_items or something like that.


I think there are a lot more people that just Christians that don't like witchcraft, I mean sacrificing cats and humans on halloween isn't exactly cool. However in a video game I think people will be fine with it. I mean it's not like there are any human or cats being killed here. :)

Re: [mod] witchcraft (v0.2)

PostPosted: Tue Jun 14, 2016 23:38
by D00Med
Update:
I have changed all the recipes and made moreplants an optional requirement.
I have also added level two potions, 4 new potions, a recipe scroll, and a brewing stand.
Some potions can now be combined.
The lightning ball has been removed.
Also, it is on Github, which I am new to, so please let me know if you notice I did something stupid when I uploaded it.

Re: [mod] witchcraft (v0.2)

PostPosted: Wed Jun 15, 2016 01:33
by GreenDimond
:D :D :D
Pretty good!
Granted, not all of it's there, but it's great none the less! :D Thx!
Um, how to use brewing stand?

Re: [mod] witchcraft (v0.2)

PostPosted: Wed Jun 15, 2016 01:40
by D00Med
You must craft it first:
X, X, X
stick, diamond, stick
X, obsidian shard, X

Then right click it with a mese crystal fragment, and then with the potion you want to upgrade.

Re: [mod] witchcraft (v0.2)

PostPosted: Mon Aug 15, 2016 17:26
by jakab
hi i am jakab, and new here (not to minetest) :)

i realy like this mod, this is one of my favorite mods :D
but i dont understand how to make potions. i saw the kooking pot, but how can i put stuff in to make some potions ?

is there healing potion with hunger ?

Re: [mod] witchcraft (v0.2)

PostPosted: Mon Aug 15, 2016 20:37
by D00Med
Hello jakab, welcome to the forums.
You have to right click the pot with items in the right order.
For example, to make a healing potion, you need to right click it with these items, in the following order:
1 - bucket of water or river water
2 - dirt
3 - herbs
4 - glass bottle

For hunger, if you have the hud_hunger mod, you can make a potion to remove hunger by adding a mese crystal to a purple potion, and a potion to make the player hungry by adding a mese crystal to a red(heal) potion.
Edit: The recipes are wip, if you have any suggestions they would be appreciated

Re: [mod] witchcraft (v0.2)

PostPosted: Tue Aug 16, 2016 05:18
by jakab
thank you :)

i thought that i can do that by right click, but with not the good items :D
i like the mod :)

oh and i have an error :P if i add a mese christal to the pot, it will give me an unknow item :/ can you help me ?
i have al the mods needed

Re: [mod] witchcraft (v0.2)

PostPosted: Tue Aug 16, 2016 07:05
by D00Med
you're welcome, and thanks

Re: [mod] witchcraft (v0.2)

PostPosted: Tue Aug 16, 2016 08:25
by azekill_DIABLO
hi and welcome jakab :)

Re: [mod] witchcraft (v0.2)

PostPosted: Tue Aug 16, 2016 10:43
by jakab
thx :)

look theese pictures (down) why it is happend ?
i created a super cool looking potion, and woala : an unknow block !! yeeeeeey what a succesful breewing :D

Re: [mod] witchcraft (v0.2)

PostPosted: Tue Aug 16, 2016 15:35
by azekill_DIABLO
idk, maybe a bugged output in some crafting :D

Re: [mod] witchcraft (v0.2)

PostPosted: Tue Aug 16, 2016 20:47
by D00Med
Thankyou for pointing out the problem.
It is because that potion requires the hunger mod to work.
edit: It is now fixed

Re: [mod] witchcraft (v0.2)

PostPosted: Wed Aug 17, 2016 07:00
by jakab
thx so mutch :D

i like the new spash potions :)

but i have another error :/ it is my fault ? or mod error ?
can you help me ? pls pls

sorry for the reporting x)

Re: [mod] witchcraft (v0.2)

PostPosted: Thu Aug 18, 2016 04:13
by Wuzzy
I suspect this mod is going to burn in flames and starts to behave very wrong as soon as any other mod attempts to overwrite the player speed, jump height, gravity, etc. because your mod does not use any framework to handle something like status effects.

One such framework is Player Effects.

Re: [mod] witchcraft (v0.2)

PostPosted: Thu Aug 18, 2016 06:48
by D00Med
@jakab
Thanks. I fixed the problems with the dodgy potion this morning.
I will have to check every potion.
Edit: The purple potion should be fixed now. Thanks again for pointing out the problems.
@Wuzzy
Thanks, I am aware of that problem, but I'm probably not going to do anything about it.

Re: [mod] witchcraft (v0.2)

PostPosted: Thu Aug 18, 2016 07:52
by jakab
thanks :) i will tell you if i found another error :D (i am the tester of this mod x) )

Wuzzy wrote:I suspect this mod is going to burn in flames and starts to behave very wrong as soon as any other mod attempts to overwrite the player speed, jump height, gravity, etc. because your mod does not use any framework to handle something like status effects.

One such framework is Player Effects.


i think this mod waaaaay better than player effects, and player effects owerwrite the speed, etc too
i played player effects, and it is just a start :)

Re: [mod] witchcraft (v0.2)

PostPosted: Thu Aug 18, 2016 10:53
by Wuzzy
Jakab, you don't understand. You cannot compare Player Effects with witchcraft as Player Effects does not add any actual effects on its own, it is basically just a framework which mods can use to overcome problems when dealing with multiple conflucting status effects.
It also does not overwrite speed etc., this is done by the mods which add their own effects. But when multiple mods change the speed through Player Effects, the framework ensures that no more weird things happen as effects may cancel out each other.
Maybe you are confusing Player Effects with Player Effects Potions [pep]. You can say anything you want about pep, but not that the status effects are broken. :-) Note that pep was mostly meant as a proof-of-concept which is more or less also useful for gameplay. If other people have better potion ideas, this is great. But some underlying design principles should be followed IMO to prevent extreme buggyness.

@Wuzzy
Thanks, I am aware of that problem, but I'm probably not going to do anything about it.

Then your mod is broken by design. You underestimate how serious this issue is.

Note this probably does not only cause trouble with other mods. I suspect even if you only use witchcraft as the only additional mod on the server, it will cause very bad problems, based on my experience with other mods like this.
Have you tried out the following?:
Drink a fast potion, then quickly drink a slow potion afterwards. Watch your walking speed carefully, especially at the end of either timer.
I think the real fun begins when you drink a lot of potions, this will cause a lot of unexpected behaviour.

I have briefly looked at your source code and yes, you directly overwrite the player physics properties without any regard for existing status effects. It's just a minetest.after without any checking.

Oh, and I suspect there are even critical crash bugs lying in your mod: You often call minetest.after to do some operations on an “user” variable but do not check if user still exists (i.e. user:is_player()). This means, if a player causes some minetest.after to be called (e.g. by drinking a potion), then leaves, and then the timer triggers, your code assumes that the player still exists by doing some operation on it, but it doesn't which will make Minetest crash.

I haven't bothering to actually testing all this but based on my experience with other mods I can already tell you this mod needs more bugfixing and a better design to become actually useful.

Re: [mod] witchcraft (v0.2)

PostPosted: Thu Aug 18, 2016 13:54
by jakab
well my english isnt too good, and im not good at modding, so you propally right.
but understand it :)

Re: [mod] witchcraft (v0.2)

PostPosted: Thu Aug 18, 2016 17:31
by Byakuren
You can also use player_monoids with playereffects if you want your physics changes to stack with ones from other mods that use player_monoids.

Re: [mod] witchcraft (v0.2)

PostPosted: Thu Aug 18, 2016 20:28
by D00Med
Thankyou for your advice, but using player effects still requires any other effect mod to use it.
So if the mod is used with 3d_armor or sprinting(as far as I'm aware) it will not work at all since they regularly update the player physics anyway. I'll see what I can do about it anyway

Re: [mod] witchcraft (v0.2)

PostPosted: Fri Aug 19, 2016 04:30
by Byakuren
If you use playereffects, it will work with any mod that also uses playereffects.
If you don't use playereffects, it will not work with any other mod that uses physics overrides. It will also be impossible for any other mod to become compatible with yours without making special cases (if it is possible at all).

In the worst case, you land where you started, only working with your own mod. If just one other mod uses playereffects for physics overrides, you will be more compatible with other mods than if you didn't use it.

Re: [mod] witchcraft (v0.2)

PostPosted: Fri Aug 19, 2016 07:28
by D00Med
good point

Re: [mod] witchcraft (v0.3)

PostPosted: Fri Aug 26, 2016 07:06
by D00Med
The mod now requires playereffects

Re: [mod] witchcraft (v0.3)

PostPosted: Thu Sep 01, 2016 06:55
by jakab
i have missing one potion :P
please make fire resistance :D what is used for swimming in lava :D or walk in fire ... etc ...

and you could make a bar what shows the time what is reaming of the potion's effect
(i tried it, but didnt work at all :P)

Re: [mod] witchcraft (v0.3)

PostPosted: Thu Sep 01, 2016 08:07
by D00Med
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.