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[V1.1.0/V1.0.0]Morgeh's Mods - WizardCraft + Statues Formerly Minecraft Magic

#1 User is offline

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Posted 10 March 2011 - 10:15 PM


Quick Links
WizardCraft
Statues
Trouble Shooting


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WizardCraft

Download WizardCraft 1.3.1 for Minecraft 1.1.0 here!
Download (Adf.ly)


Announcements

1.3.1 is out now! Now including Tornado epic spell and a special secret!

The amazing (and British, we British rock) Yogscast did a mod spotlight of WizardCraft! See the video below!

Latest Changes

  • New Epic Spell - Tornado!
  • Dragon Age 1 related Secret!




I'm looking for at least one modder with SMP modding experience to help out with WizardCraft. Read the thread linked below if your interested.

[REQ] SMP MODDER REQUIRED TO HELP OUT WITH WIZARDCRAFT


Description

WizardCraft adds RPG style magic to minecraft. It gives you a Mana bar and allows you to craft and enchant Elemental Staffs that use your mana to cast spells with varying effects.

WizardCraft is a reinvention of the Minecraft Magic Mod. Officially it is Minecraft Magic Version 3, however, due to the extensive changes to the code and the design of the mod I decided that a new name would be used so that WizardCraft could start again from version 1.

For more information Visit my Wiki there you will find all the latest information, downloads and recipes for WizardCraft, Minecraft Magic and any other mods I'm working on.






Subscribe to my YouTube Channel!


WizardCraft also adds an Enchanting Table which MUST be crafted before you can create any Elemental Staffs.

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The Staffs are made by combining an empty Staff with an Elemental Orb using an Enchanting Table.

Each upgrade of the each Staff adds a new spell. The Spells are split into four levels.
  • Basic
  • Advanced
  • Master
  • Epic


A complete list of spells can be found Here

Controls

By Default the following keys are used for WizardCraft:

  • v: Opens the Spell Selection Screen while holding a Staff
  • C: Scrolls through the available spells while holding a Staff
  • R: Activates or Deactivates Magic Armor abilities while equiped.


Key bindings can be changed in the magic.properties file. see Configuration Wiki.

Thanks
Thank you to Tawniey for the awesome Staff sprites! Check out her DeviantArt.
Thank you to Zargonnas for the brilliant armor sprites and textures!

Texture Packs

WizardCraft looks best with a 32x texture pack. I recommend the Faithful texture pack.

Recipe List

A complete Recipe list can be found Here

Enchantment List

Full Enchantment List can be found Here


Back Story

"A short time ago in a world on a server somewhere...

A "wise" young wizard sat in a great floating tower at the center of a great city. He had spent many years researching the materials that he had discovered in his world and was on the brink of discovering the secrets of Redstone.

Unfortunately, for him at least, the "wise" wizard was rather clumsy and at that precise moment he spilt his collection of Redstone all over his furnace.

With a termendous bang blue sparks showered the wizard, "Bugger!" he exclaimed as he frantically tried to put out the small fires that were starting all over his tower.

In his haste he nearly missed the marvelous new material he had accidently created. He studied the strange blue dust carefully and began combining the dust with common elements found in his world.

Unfortunately his recipe book was lost during a great fire that destroyed the city."
- Extract from the Yogronomicon

Future Updates

WizardCraft will be getting new updates in the future. The currently planned updates are:

  • Master Level Spells
  • Epic Level Spells
  • Some new Mobs (Summonable mobs that also spawn in the wild)
  • Enchantable Weapons and tools
  • Floo Powder! (To celebrate the finale of Harry Potter)


Support

We have three banners, feel free to show your support by adding them to your signatures.

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This banner is Dynamic, the data displayed is updated from my website :rolleyes: It displays what I am currently working on as well as a running total of all the downloads of WizardCraft (including all the previous versions and Minecraft Magic). The image updates every hour.

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[url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=217921][IMG]http://i.imgur.com/f9RGh.png[/IMG][/url]

[url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=217921][IMG]http://i.imgur.com/2F3IR.gif[/IMG][/url]

[url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=217921][IMG]http://thedevgame.com/home/DynamicBanner/banner.jpg[/IMG][/url]


Please subscribe to my blog at TheDevGame.com for news, updates and examples of the code I have been working on.

If you enjoy using this mod then please Donate.

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The name WizardCraft was chosen by a public poll. Any similarity to anything else minecraft related named WizardCraft is purely accidental.

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Troubleshooting

Run the error test and post the result. An error log speaks a thousand words.
(Copied from SDK's thread, a useful bug finder)
If you're having problems, download this(windows only) and run it to see the error. If you post a problem that's related to an error without an error report, it will be ignored.

If you get the following error, follow the instructions here.
'java' is not recognized as an internal or external command, operable program or batch file


Known bugs

  • Mana Bar off by default is causing some confusion
  • Fireball and some other level 1 spells cost 2 mp/mana instead of 1
  • Mana bar floats around the middle of the screen when fullscreen on higher resolutions


[anchor=Statues]
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Statues 1.2 for Minecraft 1.0.0


Statues 1.2 for Minecraft 1.0.0(Direct Download)Statues(Adf.ly Download)Megaupload.


Statues are decorative items that can be customised like Signs with your own personal message on the plinth.

There are currently 7 statues but I will be adding more.

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Statues + Millinaire - credit Wreckage

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Now including the Yogscast!

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Current Statues

  • Steve
  • Creeper
  • Skeleton
  • Zombie
  • Spider
  • Cow
  • Pig
  • Xephos and Honeydew of the Yogscast



Future Statues

  • Steve in Armor
  • Steve with Sword/Pickaxe/Axe/Shovel
  • Zombie Pigman
  • Enderman
  • Chicken
  • Sheep
  • Knights/Suits of Armor
  • More Famous faces from the world of Minecraft


The Twist

Statues are not purely decorative items. You can power statues with switches or via redstone circuits.

If a statue receives power then the entity it represents will come to life.

This works for all statues except Steve statues.

Recipes

Standard Statue

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Creeper

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Skeleton

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Zombie

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Cow

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Spider

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Xephos

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Honeydew

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Release notes

  • Fixed the statue rotation bug - Credit goes to me :P
  • 1.8.1 update and yogscast!


Installation

1) Install Risugami's ModLoader
2) Find or Create a mods folder in your .minecraft directory
3) Put MorgehsStatues.zip in the mods folder.
4) Enjoy!
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#2 User is offline

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Posted 10 March 2011 - 10:17 PM

This looks great, I'll try it out! :D

EDIT - Whoa, I'm First. ;)
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Posted 10 March 2011 - 10:18 PM

Not bad, seems interresting
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#4 User is offline

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Posted 10 March 2011 - 10:19 PM

I remember you. Downloading.
'im not retarded and i have social skills and competence i may lack spelling but i could pwn u and ur horribal guild any day of the week' -Hasao0012
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Posted 10 March 2011 - 10:20 PM

Woah, from those videos this looks epic!
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Posted 10 March 2011 - 10:21 PM

Joyous day!

Hopefully there's no conflicts...

Edit: Well, crap. Hrm. Guess I'll need to dive into the code and figure out how to merge your mod with the others I've got.
The reverse side also has a reverse side.
My Mods: Meteorite | Rust Monster | Gunpowder+
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Posted 10 March 2011 - 10:29 PM

GnomeWorks said:

Joyous day!

Hopefully there's no conflicts...

Edit: Well, crap. Hrm. Guess I'll need to dive into the code and figure out how to merge your mod with the others I've got.


Yea sorry I'm quite new to this modding malarky and haven't tested this alongside any others.

I looked at using ModLoader but I needed to make changes to the Entity Classes to make them drop MP.
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Posted 10 March 2011 - 10:33 PM

Wow, this is... Unique.
Looks good though.
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#9 User is offline

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Posted 10 March 2011 - 10:33 PM

TheMorgeh said:

Yea sorry I'm quite new to this modding malarky and haven't tested this alongside any others.


No big! I know a thing or two about Java, so I'm down with delving into the code to make something like with compatible with other mods. Definitely worth it.

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I looked at using ModLoader but I needed to make changes to the Entity Classes to make them drop MP.


As a thought, perhaps you could also include a new block that can be mined for the MP? Then also include an options/properties file to toggle if MP blocks show up, and if MP drops from mobs?

I understand this is a WIP, so no pressure, just tossing that idea out there. It'd make it more compatible with other mods, at the very least.

Unrelated question, since I'm unfortunately unable to play around with it at the moment: what did you wind up doing with the earth wand?
The reverse side also has a reverse side.
My Mods: Meteorite | Rust Monster | Gunpowder+
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Posted 10 March 2011 - 10:38 PM

just watched the vids.
Holy macaroni!
this is a mod well done!
I have to try this tomorrow!
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Posted 10 March 2011 - 10:42 PM

GnomeWorks said:

As a thought, perhaps you could also include a new block that can be mined for the MP? Then also include an options/properties file to toggle if MP blocks show up, and if MP drops from mobs?


In my original tests I made mp by cooking seeds with a furnace but I decided having mobs drop it was more RPG lol.


GnomeWorks said:

Unrelated question, since I'm unfortunately unable to play around with it at the moment: what did you wind up doing with the earth wand?


The earth wand now raises a column of three blocks where you use it, it moves the block you click as well as the two below it three blocks up.

Use full for building walls quickly but dangerous if you use it on the block your standing on :--+:
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Posted 10 March 2011 - 10:49 PM

TheMorgeh said:

In my original tests I made mp by cooking seeds with a furnace but I decided having mobs drop it was more RPG lol.


It is, I suppose, but at the same time sometimes sacrificing feel for compatibility is acceptable.

Though cooking seeds to gain MP would also be rather nifty - gives another use for them, if you're already farming more than you can reasonably use.

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The earth wand now raises a column of three blocks where you use it, it moves the block you click as well as the two below it three blocks up.


Excellent, very similar to the earth wall option in your poll. Definitely appropriate, and useful.
The reverse side also has a reverse side.
My Mods: Meteorite | Rust Monster | Gunpowder+
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Posted 10 March 2011 - 10:52 PM

GnomeWorks said:

Though cooking seeds to gain MP would also be rather nifty - gives another use for them, if you're already farming more than you can reasonably use.


I also didn't want to make it too easy, eventually I'm going to add more powerful wands and I don't want to make it too easy to use them.
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Posted 10 March 2011 - 11:17 PM

Id suggest you to start working on Modloader v5 support before you add more content to your mod. Take your time learning everything about it, no pressure. Your ideas are cool and im interested on using your mod but when i see that it doesnt support modloader i lose the interest because i use several mods all of them using modloader support and one of them might conflict with your mod.

Hope you got my point.

As a new guy to modding community you brought up a cool new idea and i like it.
This is for you :Notch: :Notch: :RedShroom:

Cheers
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:: Mary had a little lamb, little lamb, little lamb
:: Mary had a little lamb, its steak tasted so good !
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Posted 10 March 2011 - 11:20 PM

DigitalPrince said:

Id suggest you to start working on Modloader v5 support before you add more content to your mod. Take your time learning everything about it, no pressure. Your ideas are cool and im interested on using your mod but when i see that it doesnt support modloader i lose the interest because i use several mods all of them using modloader support and one of them might conflict with your mod.

Hope you got my point.

As a new guy to modding community you brought up a cool new idea and i like it.
This is for you :Diamond: :Diamond: :Diamond:

Cheers


thanks for your input, for simplicities sake I think I will return to the cooking seeds to make mp idea. I've also been toying with the idea of combining mp and various raw materials to make magic orbs then combining the orbs with the sticks to make wands.

That makes the wands harder to make and also means in future I can combine orbs together to make other orbs i.e. wind and water makes ice.
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Posted 11 March 2011 - 06:31 AM

TheMorgeh said:

I think I will return to the cooking seeds to make mp idea.


While at work, I was thinking about this, and came up with what may be a better solution.

Redstone.

One redstone dust turns into, say, four mp. That way those of us who aren't interested in building ridiculous redstone-based contraptions actually have a use for the stuff.

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I've also been toying with the idea of combining mp and various raw materials to make magic orbs then combining the orbs with the sticks to make wands.


That'd be a neat idea...

Quote

That makes the wands harder to make and also means in future I can combine orbs together to make other orbs i.e. wind and water makes ice.


...and ties in nicely with this idea, as you mentioned.
The reverse side also has a reverse side.
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Posted 11 March 2011 - 09:47 PM

I'm working on modifying this for ModLoader v5 support.

@TheMorgeh, if you'd like, I can send you a PM containing the modified files, assuming I actually get it working. Unfortunately I'm not sure how to make mobs drop the magic powder without directly modifying a core MC class (which I'm trying to avoid for maximum mod compatibility), so I'm throwing in a recipe or two to make the powder using other materials (redstone dust for now, and I'll try to figure out how to handle seeds in a furnace yielding powder as well).
The reverse side also has a reverse side.
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Posted 12 March 2011 - 09:57 PM

TheMorgeh said:

Fire wand projectile is a little buggy but I'm working on that.


It most definitely is.

Doing a test-run of this mod in a clear jar, I noticed this problem, and another one that I presume is related to it.

In the course of burning an extensive forest down to the ground with the fire wand ('cause why not, right?), it started getting dark, and I noticed a large number of patches of light with no reasonable source scattered throughout the area. They were all over the place. I wasn't sure if they were left over from burning trees, or if they were centered on spots I'd shot the wand - I tried to test it, but was unable to figure out the cause.

Curious, I placed a torch in a spot that wasn't lit by the light patches, and... it didn't do anything. No change in local light at all. This concerned me, so I left the general area and went into an unlit cave, and placed a torch. Still nothing. Broke some blocks around the torches to try to force an update, and still nothing.

Not sure what's causing this issue.
The reverse side also has a reverse side.
My Mods: Meteorite | Rust Monster | Gunpowder+
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Posted 12 March 2011 - 11:45 PM

first i wanna say brilliant, absolutely genius idea. secondly, props for learning to code java, i would if i thought i was any good with programming (believe me i have tried my face off). thirdly, is this still being worked on or am i going to need to try harder to learn to code (on that note if you have any educational suggestions i would be willing to help). and lastly where can i find the latest version.
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Posted 13 March 2011 - 12:56 PM

GnomeWorks said:


It most definitely is.

Doing a test-run of this mod in a clear jar, I noticed this problem, and another one that I presume is related to it.

In the course of burning an extensive forest down to the ground with the fire wand ('cause why not, right?), it started getting dark, and I noticed a large number of patches of light with no reasonable source scattered throughout the area. They were all over the place. I wasn't sure if they were left over from burning trees, or if they were centered on spots I'd shot the wand - I tried to test it, but was unable to figure out the cause.

Curious, I placed a torch in a spot that wasn't lit by the light patches, and... it didn't do anything. No change in local light at all. This concerned me, so I left the general area and went into an unlit cave, and placed a torch. Still nothing. Broke some blocks around the torches to try to force an update, and still nothing.

Not sure what's causing this issue.


Not sure about the lighting issue I haven't changed any of the code around spawning fire etc or lighting mechanics.


kilroysan said:

first i wanna say brilliant, absolutely genius idea. secondly, props for learning to code java, i would if i thought i was any good with programming (believe me i have tried my face off). thirdly, is this still being worked on or am i going to need to try harder to learn to code (on that note if you have any educational suggestions i would be willing to help). and lastly where can i find the latest version.


It's still being worked on and updated. news and the latest version can be found on my website www.thedevgame.com.
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