This is for 1.8+. Please don't ask for downgrades, as your request will be ignored.
I was re-reading Eragon for the 100th time, when I thought "The Inheritance Cycle has a lot of great mod options. Maybe I should make one?". The problem is, dragon riding mods aren't exactly uncommon. They seem to be a bit of a cliche at this point. Instead, I decided to try a new idea, that I haven't seen anyone try yet: recreate the experience of using the Ancient Language in Minecraft.
This won't replicate the Ancient Language exactly, of course. There are billions of ways to rearrange the many officially documented words into spells. However, I am committed to creating a useful, effective, and dynamic recreation of how the Ancient Language works. There isn't much in the mod at the moment, but I have recently finished the basic spell scripting methods, so nothing is keeping me from adding more words; I just wanted to get this out there so that the community could have a say in what is added.
If you have an idea for a word that you want added, syntax that you think should be processed, or an optimization for how spells are used, be sure to leave a comment! (comments respectful of the difficulty of implementing features will be more likely to be considered. )
How to use the Ancient Language Mod:
To cast/chant a spell, use the command /cast, or /c. (I'd like to eventually add a "Spell Book" item that you can right click to cast a custom spell)
Each spell requires a noun targeting word, and a verb action word. These words can be placed before or after each other, but mixing targeting and action words randomly can have unintended side effects.
For example: /c thorna brisingr (these, ignite!) will ignite living entities around you. So will /c brisingr thorna.
Use periods or semicolons to separate multiple spells in the same chant. For example, "/c brisingr thorna. heill edtha" (ignite those. heal me.) will perform each spell separately, while "/c brisingr thorna heill edtha" (ignite those heal me) will cause a mess of effects, resulting in "those" getting healed and ignited, while you are both healed and ignited simultaneously. A confused spell due to messy syntax. (I'd like to optimize this a bit more, as well as point out the messy syntax to the player.)
You can also cast multiple actions against multiple targets, most reliably when the actions and targets are grouped together: /c brisingr heill jierda thorna edtha will ignite, heal, and damage both the caster and mobs around the caster (though this isn't a very useful spell.)
Watch out also for the amount of spells you cast. True to the Eragon
books, the player will become very hungry and even can be physically harmed after casting spells with low hunger
(Remember, you are a human, not an elf or Rider.). Make sure to carry
food around with you to restore your energy/hunger. (Some other effects can apply, such as slowness and mining fatigue, but these aren't balanced very well and need to be reworked)
Current list of Ancient words in the mod:
Nouns (Use for aiming a spell at entities):
"edtha" //Me -- Aims spell at the player
"nosu" //Us -- Aims spell at nearby living entities within around 3 blocks and the player
"fricai" //Friend -- Aims spell at first nearby player within around 3 blocks
"thorna" //Those; These -- Aims spell at nearby living entities within around 8 blocks
**NEW** Nouns for aiming at blocks
"sem" //That -- Aims spell at the single block you are looking at, range of 64 blocks
"stenr" //Stone -- Aims spell at a 5 block...diameter? cube of blocks where you're looking, targeting only stone blocks. Range of 32 blocks.
Verbs (The active part of a spell, these words are true Words of Power):
"skolir" //Shield -- Wards the target; gives Resistance 3 for 1 minute
"jierda" //Break -- Damages the target 2 1/2 hearts, breaks blocks.
"vergari" //Kill -- Instantly kills the target, but damages the player a bit if the target has more than 30 health (15 hearts)
"brisingr" //Ignite -- Ignites the target and burns it for 10 seconds, or ignites blocks
"heill" //Heal -- Heals 3 hearts of the target's health
"blothr" //Halt -- Gives the target slowness 100, effectively incapacitating it.
"naina" //Make Bright -- Creates a werelight (block action)
Again, if you have an idea for a word to be added, please comment! I will keep adding more words of power and features on my own as well.
Features:
Use target and action words to cast basic spells!
Cast fast spells on yourself with just an action word! (Soon to be more helpful. )
Kill yourself from overexertion! (needs a bit of rebalancing)
Planned features:
Cast any spell as a tangible ward against enemies, or a helpful ambient enchantment!
^(Currently on hiatus until I can figure out the freaking NBT data)
Add adjective handling, including target detection field shapes. (maybe)
"Word Journal" item.
Cast spells from "spellbook" or spell-imbued items, allowing for faster spellcasting.
0.1: Added entity targeting and actions, introduced spell scripting system, added target words thorna, fricai, nosu, edtha. Added action words skolir, jierda, vergari, brisingr, heill, blothr
0.2: Added block targeting and actions, improved spell scripting, added basic ward methods, added target words sem, stenr. Added action word naina. Added block actions to brisingr and jierda.
Sounds very interesting. Make more things like, elements that can react to each other in special ways, targeting blocks (not sure how), much much more complex things, to the point you can create traps, wards and many things that require certain chants to get rid of and such. Right now this seems like just commands that an OP could use, not much like magic. Maybe have a levelling system with max "words" per level? Also you should add a scroll or spellbook item that allows you to store spells and chant them, where every letter in a spell adds more time to the cast so it isn't instant. I can see this becoming like Ars Magica, but more like you are writing code. It sounds really amazing, keep it up. Now I just need to wait for a Ice and Fire (dragon mod) and a few others and I can have an amazing group of medieval mods.
The instantaneous nature of the spells are due to how the command is cast. I am considering creating a new object type, "PlayerCastScript" or something, that I can then have the Event Handler take care of, giving the option of time-taking spells. At that point, it would be fun to add voice clips for each word, so people can actually hear spells being cast. Idk. We'll see how it goes.
Targeting blocks is something I've wanted to do. It would work similarly to how the spells work now, just with block-specific targeting words, then actions that have a function for either living entities or blocks. (Imagine chanting "Brisingr Thrysta" (Fire, compress) to make throwable fireballs!)
#1, yes. I want that. Most likely when I implement it I'll add voice lines that are compiled together by a script. (Though right now typing out the spell is time enough. :P)
#2 Adding gemstones that energy can be stored in would be awesome. Maybe once wards are implemented I can add wards that are powered by a gemstone placed in the ward block. Also, energy-imbued spellbooks.
#3 I'd need to use IExtendedEntityProperties to have a levelling system, though I'll most likely add a way to specify a radius or something. Not sure how at the moment.
I'll release a new version as soon as I finish wards. It contains the "sem" (that) noun for targeting the block you're looking at, and currently you can break it with "Jierda" or ignite it with "Brisingr".
As for Dragons assisting you, I'm not going to implement Dragons. This mod only adds the Ancient Language. Though, adding the ability to siphon energy from your surroundings would be sweet.
Do you ever plan to put the source on github? I'd like to commit helpful stuff when I can. (also, it could make implementing mod addons easier)
I'd like to get the mod to at least version 1.0 before I start sharing the source. I'm building a good spell system, but it definitely isn't finished yet.
I love the inheritance cycle books there my second favoret books after the shanara books i whould like to put this in my magic mod pack i made for me and my best frend but it is a 1.7.10 pack so if you have time at some pont can you please make a port to 1.7.10 thanks for this mod if you dont have time to do so i cant what tell thamcraft and ars magica so on and so on update to 1.8
You might want to warn people to not ask for 1.7.10 versions on the start post right now, the MCFs love to spam that otherwise. (and when you release it in that case, I'll help with development if/when I can, and I might attempt a port of 1.7.10 at that moment if you don't mind by then)
Rollback Post to RevisionRollBack
I may be crazy, or maybe you're the crazy one, time will spill it soon enough click us, or we die
I said no. This is for 1.8. No earlier version, unless at some point someone wants to make a tweaked project on GitHub for an earlier version.
Sorry if I sound like a broken record for saying this again, but I think you should put something near the top of the original post (at the bottom and not bolded always seem to get missed) that states something like "DON'T ASK FOR A 1.7.10 PORT" otherwise you will get a lot of "port to 1.7.10 please" spam, people on the forums don't often use their brains to know when the mod dev doesn't want to do something (even if you clearly state it a sentence after the beginning)
Also, do you ever plan to add adjectives? I think some adjectives are probably gonna be easier then others
Rollback Post to RevisionRollBack
I may be crazy, or maybe you're the crazy one, time will spill it soon enough click us, or we die
Sorry if I sound like a broken record for saying this again, but I think you should put something near the top of the original post (at the bottom and not bolded always seem to get missed) that states something like "DON'T ASK FOR A 1.7.10 PORT" otherwise you will get a lot of "port to 1.7.10 please" spam, people on the forums don't often use their brains to know when the mod dev doesn't want to do something (even if you clearly state it a sentence after the beginning)
Also, do you ever plan to add adjectives? I think some adjectives are probably gonna be easier then others
I'll need to tweak my notice then.
Adjectives would be a sweet addition, mostly there would be custom adjective handling for each individual word. So, some words would work with adjectives, some wouldn't, and some adjectives would be universal (spell speed, maybe an intensity value, etc). One other thing is that target words could work with adjectives based on the target's attributes (the strong zombies or the weak stone), so you could more easily specify targets. I imagine that would come in handy once I have time to get Wards working and castable. Like maybe cast a ward that kills monsters, but only works on weak enemies, to keep the ward from burning out or running out of energy. Or maybe heals players if their health is low.
This is a wonderfull idea! And I have a few suggestions you may like.
1 shape modifirs (single target, ray, cone, burst, and size) chaning shapes could produce for instance a ray that terminates in a large burst.
2 The syntax used in mystcraft makes a lot of sence code wise, and may make a good starting point for your syntax system.
3 baubles integration rather than direct level dependence. Either auto improving with each use, or spend levels at an enchanting table. Equip to glove? (regenerating damage value?)
4 Perhaps a word to force a spell you lack capacity for, paying the remaning cost in hearts...
5 eventually the ability to wright spell pages for quick casting from your hotbar. (just to store text that outputs when used)
6 a way to discover and keep a record of words in game.
I really look forward to seeing how this mod developes and evolves! Best of wishes!
Rollback Post to RevisionRollBack
"What is done out of love always takes place beyond good and evil."
This is a wonderfull idea! And I have a few suggestions you may like.
1 shape modifirs (single target, ray, cone, burst, and size) chaning shapes could produce for instance a ray that terminates in a large burst.
That was an idea I've had, but since the Ancient Language doesn't reference any specific shapes (other than "orb") in any of the books, I'll probably need to fudge it and make my own from Old Norse (which is what Paolini based it on).
2 The syntax used in mystcraft makes a lot of sence code wise, and may make a good starting point for your syntax system.
Never actually used mystcraft before, I'll need to check that out.
3 baubles integration rather than direct level dependence. Either auto improving with each use, or spend levels at an enchanting table. Equip to glove? (regenerating damage value?)
That would be nice, but I would like this to be standalone. Later on, I might be able to make them integrate, but I'm not planning on it.
4 Perhaps a word to force a spell you lack capacity for, paying the remaning cost in hearts...
For the time being, it'll damage you if you try to cast a spell with an empty hunger bar. Still needs balancing, but I'm not planning on having a protective system for the player, at least not by default. The panic of overexerting yourself is one interesting mechanic I'd like to keep in.
5 eventually the ability to wright spell pages for quick casting from your hotbar. (just to store text that outputs when used)
That's the "spellbook" idea I have detailed in the "planned features" section.
6 a way to discover and keep a record of words in game.
A scrapbook/journal idea might be the best, in this sort of case. It would be a bit of a pain to make them all unlock individually, at least with my lack of knowledge on the subject of custom player-based data.
In any case, thanks for the kind words, and I'm glad you're excited about my mod.
That was an idea I've had, but since the Ancient Language doesn't reference any specific shapes (other than "orb") in any of the books, I'll probably need to fudge it and make my own from Old Norse (which is what Paolini based it on).
I thought Paolini used multiple dead languages (and I was sure the main one was Latin, but I guess TIL)
Also, Mystcraft has an interesting system, but to use that syntax is odd cause it would force you to severely screw up the Ancient Language, so either it will omit stuff or that comment referred to a general idea of adjectives, not sure which.
Rollback Post to RevisionRollBack
I may be crazy, or maybe you're the crazy one, time will spill it soon enough click us, or we die
This is for 1.8+. Please don't ask for downgrades, as your request will be ignored.
To cast/chant a spell, use the command /cast, or /c. (I'd like to eventually add a "Spell Book" item that you can right click to cast a custom spell)
Each spell requires a noun targeting word, and a verb action word. These words can be placed before or after each other, but mixing targeting and action words randomly can have unintended side effects.
For example: /c thorna brisingr (these, ignite!) will ignite living entities around you. So will /c brisingr thorna.
Use periods or semicolons to separate multiple spells in the same chant. For example, "/c brisingr thorna. heill edtha" (ignite those. heal me.) will perform each spell separately, while "/c brisingr thorna heill edtha" (ignite those heal me) will cause a mess of effects, resulting in "those" getting healed and ignited, while you are both healed and ignited simultaneously. A confused spell due to messy syntax. (I'd like to optimize this a bit more, as well as point out the messy syntax to the player.)
You can also cast multiple actions against multiple targets, most reliably when the actions and targets are grouped together: /c brisingr heill jierda thorna edtha will ignite, heal, and damage both the caster and mobs around the caster (though this isn't a very useful spell.)
Watch out also for the amount of spells you cast. True to the Eragon
books, the player will become very hungry and even can be physically harmed after casting spells with low hunger
(Remember, you are a human, not an elf or Rider.). Make sure to carry
food around with you to restore your energy/hunger. (Some other effects can apply, such as slowness and mining fatigue, but these aren't balanced very well and need to be reworked)
Nouns (Use for aiming a spell at entities):
"edtha" //Me -- Aims spell at the player
"nosu" //Us -- Aims spell at nearby living entities within around 3 blocks and the player
"fricai" //Friend -- Aims spell at first nearby player within around 3 blocks
"thorna" //Those; These -- Aims spell at nearby living entities within around 8 blocks
**NEW** Nouns for aiming at blocks
"sem" //That -- Aims spell at the single block you are looking at, range of 64 blocks
"stenr" //Stone -- Aims spell at a 5 block...diameter? cube of blocks where you're looking, targeting only stone blocks. Range of 32 blocks.
Verbs (The active part of a spell, these words are true Words of Power):
"skolir" //Shield -- Wards the target; gives Resistance 3 for 1 minute
"jierda" //Break -- Damages the target 2 1/2 hearts, breaks blocks.
"vergari" //Kill -- Instantly kills the target, but damages the player a bit if the target has more than 30 health (15 hearts)
"brisingr" //Ignite -- Ignites the target and burns it for 10 seconds, or ignites blocks
"heill" //Heal -- Heals 3 hearts of the target's health
"blothr" //Halt -- Gives the target slowness 100, effectively incapacitating it.
"naina" //Make Bright -- Creates a werelight (block action)
Again, if you have an idea for a word to be added, please comment! I will keep adding more words of power and features on my own as well.
Features:
Use target and action words to cast basic spells!
Cast fast spells on yourself with just an action word! (Soon to be more helpful. )
Kill yourself from overexertion! (needs a bit of rebalancing)
Planned features:
Cast any spell as a tangible ward against enemies, or a helpful ambient enchantment!
^(Currently on hiatus until I can figure out the freaking NBT data)
Add adjective handling, including target detection field shapes. (maybe)
"Word Journal" item.
Cast spells from "spellbook" or spell-imbued items, allowing for faster spellcasting.
Add ALL THE WORDS ...or most of them, anyway.
Beta Downloads:
Beta 0.1 for Minecraft Forge 1.8
Beta 0.2 for Minecraft Forge 1.8
Changelog:
0.1: Added entity targeting and actions, introduced spell scripting system, added target words thorna, fricai, nosu, edtha. Added action words skolir, jierda, vergari, brisingr, heill, blothr
0.2: Added block targeting and actions, improved spell scripting, added basic ward methods, added target words sem, stenr. Added action word naina. Added block actions to brisingr and jierda.
Source on GitHub!
Check out my mods! https://firegodjr.wordpress.com/
Follow me on Twitter! @firegodjr
Sounds very interesting. Make more things like, elements that can react to each other in special ways, targeting blocks (not sure how), much much more complex things, to the point you can create traps, wards and many things that require certain chants to get rid of and such. Right now this seems like just commands that an OP could use, not much like magic. Maybe have a levelling system with max "words" per level? Also you should add a scroll or spellbook item that allows you to store spells and chant them, where every letter in a spell adds more time to the cast so it isn't instant. I can see this becoming like Ars Magica, but more like you are writing code. It sounds really amazing, keep it up. Now I just need to wait for a Ice and Fire (dragon mod) and a few others and I can have an amazing group of medieval mods.
The instantaneous nature of the spells are due to how the command is cast. I am considering creating a new object type, "PlayerCastScript" or something, that I can then have the Event Handler take care of, giving the option of time-taking spells. At that point, it would be fun to add voice clips for each word, so people can actually hear spells being cast. Idk. We'll see how it goes.
Targeting blocks is something I've wanted to do. It would work similarly to how the spells work now, just with block-specific targeting words, then actions that have a function for either living entities or blocks. (Imagine chanting "Brisingr Thrysta" (Fire, compress) to make throwable fireballs!)
Check out my mods! https://firegodjr.wordpress.com/
Follow me on Twitter! @firegodjr
#1, yes. I want that. Most likely when I implement it I'll add voice lines that are compiled together by a script. (Though right now typing out the spell is time enough. :P)
#2 Adding gemstones that energy can be stored in would be awesome. Maybe once wards are implemented I can add wards that are powered by a gemstone placed in the ward block. Also, energy-imbued spellbooks.
#3 I'd need to use IExtendedEntityProperties to have a levelling system, though I'll most likely add a way to specify a radius or something. Not sure how at the moment.
I'll release a new version as soon as I finish wards. It contains the "sem" (that) noun for targeting the block you're looking at, and currently you can break it with "Jierda" or ignite it with "Brisingr".
Check out my mods! https://firegodjr.wordpress.com/
Follow me on Twitter! @firegodjr
As for Dragons assisting you, I'm not going to implement Dragons. This mod only adds the Ancient Language. Though, adding the ability to siphon energy from your surroundings would be sweet.
Check out my mods! https://firegodjr.wordpress.com/
Follow me on Twitter! @firegodjr
will you ever impliment elves or riders? (but really difficult to do both)
Nope. This is going to be purely magic-based. That would be fun as a long term idea, but definitely not anytime soon.
Check out my mods! https://firegodjr.wordpress.com/
Follow me on Twitter! @firegodjr
Do you ever plan to put the source on github? I'd like to commit helpful stuff when I can. (also, it could make implementing mod addons easier)
I may be crazy, or maybe you're the crazy one, time will spill it soon enough
click us, or we die
Can you downgrade this mod to 1.7.10 if you have time i would like to put it in my copy of resinut rise thanks
I'd like to get the mod to at least version 1.0 before I start sharing the source. I'm building a good spell system, but it definitely isn't finished yet.
This will be only for Forge 1.8 and later versions. Not planning on any downgrades, sorry.
Check out my mods! https://firegodjr.wordpress.com/
Follow me on Twitter! @firegodjr
I love the inheritance cycle books there my second favoret books after the shanara books i whould like to put this in my magic mod pack i made for me and my best frend but it is a 1.7.10 pack so if you have time at some pont can you please make a port to 1.7.10 thanks for this mod if you dont have time to do so i cant what tell thamcraft and ars magica so on and so on update to 1.8
You might want to warn people to not ask for 1.7.10 versions on the start post right now, the MCFs love to spam that otherwise. (and when you release it in that case, I'll help with development if/when I can, and I might attempt a port of 1.7.10 at that moment if you don't mind by then)
I may be crazy, or maybe you're the crazy one, time will spill it soon enough
click us, or we die
Can you if you have time port this to 1.7.10
I said no. This is for 1.8. No earlier version, unless at some point someone wants to make a tweaked project on GitHub for an earlier version.
Check out my mods! https://firegodjr.wordpress.com/
Follow me on Twitter! @firegodjr
Sorry if I sound like a broken record for saying this again, but I think you should put something near the top of the original post (at the bottom and not bolded always seem to get missed) that states something like "DON'T ASK FOR A 1.7.10 PORT" otherwise you will get a lot of "port to 1.7.10 please" spam, people on the forums don't often use their brains to know when the mod dev doesn't want to do something (even if you clearly state it a sentence after the beginning)
Also, do you ever plan to add adjectives? I think some adjectives are probably gonna be easier then others
I may be crazy, or maybe you're the crazy one, time will spill it soon enough
click us, or we die
I'll need to tweak my notice then.
Adjectives would be a sweet addition, mostly there would be custom adjective handling for each individual word. So, some words would work with adjectives, some wouldn't, and some adjectives would be universal (spell speed, maybe an intensity value, etc). One other thing is that target words could work with adjectives based on the target's attributes (the strong zombies or the weak stone), so you could more easily specify targets. I imagine that would come in handy once I have time to get Wards working and castable. Like maybe cast a ward that kills monsters, but only works on weak enemies, to keep the ward from burning out or running out of energy. Or maybe heals players if their health is low.
Check out my mods! https://firegodjr.wordpress.com/
Follow me on Twitter! @firegodjr
This is a wonderfull idea! And I have a few suggestions you may like.
1 shape modifirs (single target, ray, cone, burst, and size) chaning shapes could produce for instance a ray that terminates in a large burst.
2 The syntax used in mystcraft makes a lot of sence code wise, and may make a good starting point for your syntax system.
3 baubles integration rather than direct level dependence. Either auto improving with each use, or spend levels at an enchanting table. Equip to glove? (regenerating damage value?)
4 Perhaps a word to force a spell you lack capacity for, paying the remaning cost in hearts...
5 eventually the ability to wright spell pages for quick casting from your hotbar. (just to store text that outputs when used)
6 a way to discover and keep a record of words in game.
I really look forward to seeing how this mod developes and evolves! Best of wishes!
"What is done out of love always takes place beyond good and evil."
That was an idea I've had, but since the Ancient Language doesn't reference any specific shapes (other than "orb") in any of the books, I'll probably need to fudge it and make my own from Old Norse (which is what Paolini based it on).
Never actually used mystcraft before, I'll need to check that out.
That would be nice, but I would like this to be standalone. Later on, I might be able to make them integrate, but I'm not planning on it.
For the time being, it'll damage you if you try to cast a spell with an empty hunger bar. Still needs balancing, but I'm not planning on having a protective system for the player, at least not by default. The panic of overexerting yourself is one interesting mechanic I'd like to keep in.
That's the "spellbook" idea I have detailed in the "planned features" section.
A scrapbook/journal idea might be the best, in this sort of case. It would be a bit of a pain to make them all unlock individually, at least with my lack of knowledge on the subject of custom player-based data.
In any case, thanks for the kind words, and I'm glad you're excited about my mod.
Check out my mods! https://firegodjr.wordpress.com/
Follow me on Twitter! @firegodjr
I thought Paolini used multiple dead languages (and I was sure the main one was Latin, but I guess TIL)
Also, Mystcraft has an interesting system, but to use that syntax is odd cause it would force you to severely screw up the Ancient Language, so either it will omit stuff or that comment referred to a general idea of adjectives, not sure which.
I may be crazy, or maybe you're the crazy one, time will spill it soon enough
click us, or we die
This + Ice and Fire = an amazing Eragon modpack.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!