Well the source and deobf versions are available, so feel free to download them and have a poke around. You can find them here. There are quite a few comments which will probably help you with some of it. In particular, you might want to look at Spell, ItemWand, PacketControlInput, WizardryUtilities and anything with 'ArcaneWorkbench' in it. You may also find the spell packs tutorial useful; though it's primarily aimed at adding spells, you might find other useful information in there.
I suggest the easiest way to make special spells like you were describing is to have a special kind of spell book, so it can't even be placed in an arcane workbench. That does mean duplicating the spell book class, but it's fairly short so no big deal there. The fact is, though, that the API is fairly basic and really wasn't set up for that sort of thing.
Now, if you're planning to actually modify my code (and therefore create a modified version of Wizardry), then you'll need to ask for permission if you want to distribute it (but ask once you have actually coded it, not now). If you're only making an add-on, just follow the guidelines in the above tutorial.
You won't have to restrain yourself for too much longer! I'm making good progress on updating to 1.10.2.
I don't think I'll be renaming any elements, but it's easy enough to do with a resource pack, if anyone wants to.
I can't wait! Part of the reason I want the mod for a more recent forge version is I'm trying to learn java, and I think messing around with this mod and creating add-ons will really help me. But I also don't want to do it for a older version of forge, as the code changes are pretty brutal xD. Keep up the great work!
Yes, I know. Why do so many people think ID conflicts are bugs? They are not! If I change the default ones, they will just conflict with something else, and changing them now might cause inconsistencies in existing saves. That's why the config options are provided, so you can change the IDs depending on which other mods you have installed.
Of course, in later Minecraft versions IDs have been phased out so this is not a problem.
Edit: I appreciate that you wanted to help though, thanks anyway.
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Has anyone made a spell pack before? And reading through a lot of the stuff it appears I will only need to modify a couple things of the base code, which are mainly the elements. I don't want to change anything about the elements, I just want to rename and add some. Does not look too complex which is good. Thank you for giving me the tools necessary to do this.
Note: If anyone has made or has heard of any spell packs for this mod please link me to them! I would love to test them and maybe include them in my server.
EDIT: I do not want to do all that coding just to get denied to distribute it, which I think you would understand. So I will go through and find/propose all changes to your code before I start so I don't waste hours possibly. Also electroblob if you could tell me how to add an element I would love that. I have found a couple classes talking about them but IDK if I am missing some.
Other than in my own personal testing, I don't think anyone has made a spell pack as yet, the mod hasn't been out for long enough. If you would like me to upload an example one though, I can do that.
If you only want to add and rename elements, I think you can do this with an add-on mod, which means you won't have to modify my code at all.
The names of the elements are defined in the lang file, not the code, so all you need to do to rename them is edit that. This can be done in the add-on mod's lang file. Because it is an add-on mod, it is guaranteed to load after wizardry, so it will always overwrite the lang file. You don't even need to copy the whole thing, only the keys you want to change. The syntax is:
element.unlocalised_name=Name
where unlocalised_name is replaced with fire or whatever, and Name is replaced with whatever you want the new name to be.
You can add elements without modifying my code using Forge's EnumHelper:
public static final EnumElement CUSTOM_ELEMENT = EnumHelper.addEnum(EnumElement.class, "CUSTOM_ELEMENT", "some_colour", "unlocalised_name");
I would strongly advise making an add-on mod rather than modifying Wizardry itself if you possibly can, for two reasons:
1. Whenever I fix a bug or add a feature to Wizardry, you would have to do the same in your modified version, but with an add-on you just need to download the new version of Wizardry.
2. Anyone has permission to create and distribute add-ons for Wizardry, you don't even have to ask me. The only conditions are that you credit me for the original mod and don't make money from the add-on from adfly or whatever.
The spell packs tutorial will take you through setting up an add-on mod for Wizardry.
Of course! I'm looking for spells that would fit nicely into the game and be balanced, and are different enough to the already existing spells. Post any ideas you have here so everyone can see them and comment on them.
1. Summoning Spiritual Drago that will be shooting exploding projectiles and flying around the player with a distance from it of 100 block in Y axis
"Master Level"
2. Meteor rain: Just like basic Meteor spell but spawns couple of falling meteor's around the player "Master level"
3. Conjure Sword Rain: Just like arrow rain but with swords "Apprentice Level"
4.Spiritual Mirage: Creates 2-3 biped mobs with players skin that will attack mobs that player will hit just like Wolves works "Advanced Level"
5.Corrupted Blood: Reduces health to 10 points instantly and prevents from healing for defined amount of time "Master Level (yes WoW Reference)"
6,Health Drain: Takes enemy health and gives it to player with reduction of 50% "Master Level"
8.Summoning Spiritual flame: A small flame that will be flying after the player and if any hostile mob will be close it will gonna fly into that mob and sacrifice it self but also ignites mob "Apprentice Level. Spawn limit of 1 Just like horse"
Soo that's all of my ideas hope they are interesting
and sorry if I spelled something wrong
I left this comment on Curse but I think it was too long and it was marked as spam. Here it is again in case you didnt get it:
I'm utterly in love with this mod, it is easily the most fun and well polished mod I've ever played. The visual design is way above par, the premise is enjoyable and at times exciting, and the gameplay itself is polished to a sheen. Finding a new wizard tower feels like buying a pack of pokemon cards: you're excited but you're not quite sure what you're going to get. Discovering what each spell does is like a fun puzzle. The rare spell drops from mobs are a special treat that eclipse any item from any of the other mods you have installed.
The sheer variety of spells is excellent, and puts games like skyrim, even modded skyrim, to shame. And shockingly, you actually use them. Many games add tons of spells but theres a few that are clearly the best. But when I'm fighting some of the ultra-hard evil wizards (especially in twilight forest where I'm pretty sure a bug is making them spawn in droves) I find myself switching between two different wands, flinging a high variety of spells and constantly straining my mind to think of how to respond to the random set of spells my enemy is using.
An absolute must-have, and its so good to see more content for 1.7.10. I know it'll be extra work but I beg you to continue to support that version into the future!
I think you're right, I can't see it over on Curse either.
Well all I can say is thank you! It's really great to hear the things you've said there, because you've picked up on my own design goals for the mod: playability, (relative) simplicity, and above all fun (which, after all, is why we all play this game!).
The reason I made it in the first place was because I thought most magic mods were lacking in some respects. In particular, they always seem to involve searching a wiki or the forum to figure out how to do something (or if not, reading endless in-game manuals), spending ages gathering resources and building stuff, and then realising that the spell or whatever that you just created has about as much practical use as a golden sword. This is why I spent quite a while playtesting before release (in survival as well) to make sure that the power gain for magic throughout the game roughly matched the power gain for vanilla weapons and armour.
I'm also conscious of the fact that more spells is not necessarily better. Each spell has to have a reason for its inclusion, and has to be in some way different to all the others. At the same time, you wouldn't get the same excitement if there weren't enough spells to discover. As always, a balance has to be struck.
By the sounds of it, I've succeeded! Thanks again for your feedback. Oh, and for the time being, I will continue supporting 1.7.10.
P.S. Yes that is a bug, they're not supposed to spawn in the twilight forest, but they do, and I think there are loads of them because less vanilla mobs spawn. I'll get that fixed for the next update.
Good news everyone! After many hours of coding without being able to test anything, I've finally got rid of enough errors to launch the mod in Minecraft 1.10.2. It's far from fully working yet, and at this stage there are too many problems to release a beta, but it is a major milestone in updating the mod nonetheless. Just to prove it, here's a screenshot!
I think when you fix it there should still be special circumstances where they spawn in pairs or even groups of 3, because those have been some of the most exciting and difficult fights. Most mobs I'm just choosing a spell for the fun of it, but against the stacked odds of multiple wizards, I need to get really tactical. It majorly justifies the effort I've put into finding spells, and it puts my spell-equipping decisions to the test.
Maybe as defenders of a different type of structure?
Another thing I would love to see (and I might be jumping the gun here, let me know if this is already a thing) are some elemental enemies added to certain biomes. The special elemental guys you can summon are some of the nicest mobs in the game, but as far as I can tell that's the only time they appear. The vanilla mobs fit into the elemental spells fairly well, but a hair more variety would really milk the usefulness of the existing spells.
Honestly if its something you're considering, this mod gives me so many mob ideas. You could practically just make a model, animate it, and have it use one particular spell on you and you've got a more exciting new monster than most mods ever add. Add to that a variety of new situations that can call for your spells and you've got a great thing going. An enemy surrounded by poison gas which is blown away by wind spells, for example.
Maybe you could add a spell that allows you to capture mobsin something , and then allow you to summon later to fight on your side. They would have to be on low hp to capture, and it could be a lower chance the more hp they have left, but not perfect at 1. At 1 it could be, 75% and full hp 1%
I'm not sure 'realistic' is the right word, but I understand what you're saying (your English is very good compared to my non-existent Romanian!). The thing is, and this isn't to say your ideas are bad at all, but the whole point of Wizardry is that you have to explore to progress. You might not gain new spells from using magic directly, but hopefully the dungeons you will be able to conquer using magic will contain more spells, if that makes sense. What I really want to avoid is the situation where players sit at home crafting everything they need to progress. Though maybe I could add something involving xp? If anyone else has thoughts on progression please feel free to share them.
Could you give explain a bit more about what you mean by mana regen items? There are already mana flasks, but I'm guessing you mean something slightly different. The idea of multiple affinities is also interesting. Something like -10% cost instead of -20%, but for two elements on each piece would work. I'll see if I can come up with anything that fits nicely.
I only get about 40-50 fps in vanilla Minecraft myself, but I can't say I've noticed any differences between 1.7.10 and newer versions...
Also, looks like your comment got posted twice by mistake. I'll get the first one removed.
Well the source and deobf versions are available, so feel free to download them and have a poke around. You can find them here. There are quite a few comments which will probably help you with some of it. In particular, you might want to look at Spell, ItemWand, PacketControlInput, WizardryUtilities and anything with 'ArcaneWorkbench' in it. You may also find the spell packs tutorial useful; though it's primarily aimed at adding spells, you might find other useful information in there.
I suggest the easiest way to make special spells like you were describing is to have a special kind of spell book, so it can't even be placed in an arcane workbench. That does mean duplicating the spell book class, but it's fairly short so no big deal there. The fact is, though, that the API is fairly basic and really wasn't set up for that sort of thing.
Now, if you're planning to actually modify my code (and therefore create a modified version of Wizardry), then you'll need to ask for permission if you want to distribute it (but ask once you have actually coded it, not now). If you're only making an add-on, just follow the guidelines in the above tutorial.
Good news!!
Image Removed
I can't wait! Part of the reason I want the mod for a more recent forge version is I'm trying to learn java, and I think messing around with this mod and creating add-ons will really help me. But I also don't want to do it for a older version of forge, as the code changes are pretty brutal xD. Keep up the great work!
Image Removed
~ Everybody's FavouriteDragon
Amazing !
I haven't seen great magic mod for soooooooo loooooong
But are you able to make it compatible with Custom NPC mod too pleas ?
It is compatible with custom NPCs! I think you need to change some enchantment IDs in the config file to get it to work though.
Thanks it helped me
Here are ID's that were crashing if you want to fix them in next update
Or if someone has same bug and wants to fix it
# The ID of the magic sword enchantment. Change if this conflicts with another mod.
I:magicSwordEnchantmentID=130
# The ID of the magic bow enchantment. Change if this conflicts with another mod.
I:magicBowEnchantmentID=131
# The ID of the flaming weapon enchantment. Change if this conflicts with another mod.
I:flamingWeaponEnchantmentID=132
# The ID of the freezing weapon enchantment. Change if this conflicts with another mod.
I:freezingWeaponEnchantmentID=133
Yes, I know. Why do so many people think ID conflicts are bugs? They are not! If I change the default ones, they will just conflict with something else, and changing them now might cause inconsistencies in existing saves. That's why the config options are provided, so you can change the IDs depending on which other mods you have installed.
Of course, in later Minecraft versions IDs have been phased out so this is not a problem.
Edit: I appreciate that you wanted to help though, thanks anyway.
Has anyone made a spell pack before? And reading through a lot of the stuff it appears I will only need to modify a couple things of the base code, which are mainly the elements. I don't want to change anything about the elements, I just want to rename and add some. Does not look too complex which is good. Thank you for giving me the tools necessary to do this.
Note: If anyone has made or has heard of any spell packs for this mod please link me to them! I would love to test them and maybe include them in my server.
EDIT: I do not want to do all that coding just to get denied to distribute it, which I think you would understand. So I will go through and find/propose all changes to your code before I start so I don't waste hours possibly. Also electroblob if you could tell me how to add an element I would love that. I have found a couple classes talking about them but IDK if I am missing some.
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Other than in my own personal testing, I don't think anyone has made a spell pack as yet, the mod hasn't been out for long enough. If you would like me to upload an example one though, I can do that.
If you only want to add and rename elements, I think you can do this with an add-on mod, which means you won't have to modify my code at all.
The names of the elements are defined in the lang file, not the code, so all you need to do to rename them is edit that. This can be done in the add-on mod's lang file. Because it is an add-on mod, it is guaranteed to load after wizardry, so it will always overwrite the lang file. You don't even need to copy the whole thing, only the keys you want to change. The syntax is:
where unlocalised_name is replaced with fire or whatever, and Name is replaced with whatever you want the new name to be.
You can add elements without modifying my code using Forge's EnumHelper:
I would strongly advise making an add-on mod rather than modifying Wizardry itself if you possibly can, for two reasons:
1. Whenever I fix a bug or add a feature to Wizardry, you would have to do the same in your modified version, but with an add-on you just need to download the new version of Wizardry.
2. Anyone has permission to create and distribute add-ons for Wizardry, you don't even have to ask me. The only conditions are that you credit me for the original mod and don't make money from the add-on from adfly or whatever.
The spell packs tutorial will take you through setting up an add-on mod for Wizardry.
Hope this helps!
Can we give you ideas for spells ?
Of course! I'm looking for spells that would fit nicely into the game and be balanced, and are different enough to the already existing spells. Post any ideas you have here so everyone can see them and comment on them.
Grate
I already got some Ideas that I want to suggest
1. Summoning Spiritual Drago that will be shooting exploding projectiles and flying around the player with a distance from it of 100 block in Y axis
"Master Level"
2. Meteor rain: Just like basic Meteor spell but spawns couple of falling meteor's around the player "Master level"
3. Conjure Sword Rain: Just like arrow rain but with swords "Apprentice Level"
4.Spiritual Mirage: Creates 2-3 biped mobs with players skin that will attack mobs that player will hit just like Wolves works "Advanced Level"
5.Corrupted Blood: Reduces health to 10 points instantly and prevents from healing for defined amount of time "Master Level (yes WoW Reference)"
6,Health Drain: Takes enemy health and gives it to player with reduction of 50% "Master Level"
7.Death's Touch: Spawns rotating projectile scythe that deals damage "Apprentice Level"
8.Summoning Spiritual flame: A small flame that will be flying after the player and if any hostile mob will be close it will gonna fly into that mob and sacrifice it self but also ignites mob "Apprentice Level. Spawn limit of 1 Just like horse"
Soo that's all of my ideas hope they are interesting
and sorry if I spelled something wrong
Thanks for posting those!
I like number 5 in particular, I was thinking of adding a spell that reduces max health, which would have the same effect.
I'm pretty sure the existing Life Drain spell already does what you're describing in number 6.
2 is a fun idea, it's something I had considered but since Meteor is already a master spell I'm not sure what you could make meteor rain!
8 is also a nice idea. I might redo Homing Spark to work like that as well.
You might have to wait a while for any new spells to be added, since I'm working on getting a 1.10.2 beta released.
I left this comment on Curse but I think it was too long and it was marked as spam. Here it is again in case you didnt get it:
I think you're right, I can't see it over on Curse either.
Well all I can say is thank you! It's really great to hear the things you've said there, because you've picked up on my own design goals for the mod: playability, (relative) simplicity, and above all fun (which, after all, is why we all play this game!).
The reason I made it in the first place was because I thought most magic mods were lacking in some respects. In particular, they always seem to involve searching a wiki or the forum to figure out how to do something (or if not, reading endless in-game manuals), spending ages gathering resources and building stuff, and then realising that the spell or whatever that you just created has about as much practical use as a golden sword. This is why I spent quite a while playtesting before release (in survival as well) to make sure that the power gain for magic throughout the game roughly matched the power gain for vanilla weapons and armour.
I'm also conscious of the fact that more spells is not necessarily better. Each spell has to have a reason for its inclusion, and has to be in some way different to all the others. At the same time, you wouldn't get the same excitement if there weren't enough spells to discover. As always, a balance has to be struck.
By the sounds of it, I've succeeded! Thanks again for your feedback. Oh, and for the time being, I will continue supporting 1.7.10.
P.S. Yes that is a bug, they're not supposed to spawn in the twilight forest, but they do, and I think there are loads of them because less vanilla mobs spawn. I'll get that fixed for the next update.
Good news everyone! After many hours of coding without being able to test anything, I've finally got rid of enough errors to launch the mod in Minecraft 1.10.2. It's far from fully working yet, and at this stage there are too many problems to release a beta, but it is a major milestone in updating the mod nonetheless. Just to prove it, here's a screenshot!
Cool I cant wait for update
with it I will be finally able to update my project
also thank you for working and updating this mod
I think when you fix it there should still be special circumstances where they spawn in pairs or even groups of 3, because those have been some of the most exciting and difficult fights. Most mobs I'm just choosing a spell for the fun of it, but against the stacked odds of multiple wizards, I need to get really tactical. It majorly justifies the effort I've put into finding spells, and it puts my spell-equipping decisions to the test.
Maybe as defenders of a different type of structure?
Another thing I would love to see (and I might be jumping the gun here, let me know if this is already a thing) are some elemental enemies added to certain biomes. The special elemental guys you can summon are some of the nicest mobs in the game, but as far as I can tell that's the only time they appear. The vanilla mobs fit into the elemental spells fairly well, but a hair more variety would really milk the usefulness of the existing spells.
Honestly if its something you're considering, this mod gives me so many mob ideas. You could practically just make a model, animate it, and have it use one particular spell on you and you've got a more exciting new monster than most mods ever add. Add to that a variety of new situations that can call for your spells and you've got a great thing going. An enemy surrounded by poison gas which is blown away by wind spells, for example.
Maybe you could add a spell that allows you to capture mobsin something , and then allow you to summon later to fight on your side. They would have to be on low hp to capture, and it could be a lower chance the more hp they have left, but not perfect at 1. At 1 it could be, 75% and full hp 1%
Thank you for your comment!
I'm not sure 'realistic' is the right word, but I understand what you're saying (your English is very good compared to my non-existent Romanian!). The thing is, and this isn't to say your ideas are bad at all, but the whole point of Wizardry is that you have to explore to progress. You might not gain new spells from using magic directly, but hopefully the dungeons you will be able to conquer using magic will contain more spells, if that makes sense. What I really want to avoid is the situation where players sit at home crafting everything they need to progress. Though maybe I could add something involving xp? If anyone else has thoughts on progression please feel free to share them.
Could you give explain a bit more about what you mean by mana regen items? There are already mana flasks, but I'm guessing you mean something slightly different. The idea of multiple affinities is also interesting. Something like -10% cost instead of -20%, but for two elements on each piece would work. I'll see if I can come up with anything that fits nicely.
I only get about 40-50 fps in vanilla Minecraft myself, but I can't say I've noticed any differences between 1.7.10 and newer versions...
Also, looks like your comment got posted twice by mistake. I'll get the first one removed.