• 8

    posted a message on Harry Potter Wands - Bringing Magic to Minecraft! [1.7.2 - 0.0.4 Beta (Updated 8/12/14)]
    Harry Potter Wands is a mod designed to add a touch of Harry Potter-style magic into Minecraft. It focuses around wands (obviously), but it also includes some miscellaneous Harry Potter features.

    This mod currently DOES NOT work on servers. It works fine in Singleplayer and LAN, but it WILL crash your server if you try to use it. So sorry.

    Wand Crafting:
    When a wand is crafted, it requires two wood planks of any implemented type and a "core" object. There are currently 72 wood-core combinations for wands, and more are being added. Simply, the wand item remembers what you crafted it out of. The wood type affects the wand's texture, and both will eventually affect the "personality" of the wand. A wand's individual personality may cause extra effects when casting spells, whether bad or good, and depending on the level of difficulty this will take the chosen personality may be random (by individual item), or bound to specific combinations.

    Usable Woods:
    - Oak
    - Birch
    - Spruce
    - Jungle
    - Acacia
    - Dark Oak

    Usable Cores:
    - Ghast Tear
    - Redstone
    - Blaze Powder
    - Fermented Spider Eye
    - Lapis Lazuli
    - Slimeball
    - Nether Wart
    - Nether Quartz
    - Ender Pearl
    - Gold Nugget
    - Glowstone Dust
    - Poisonous Potato

    Crafting a wand:

    -w-
    -c-
    -w-

    w = Wood
    c = Core

    Spells:
    Spells are cast by holding a wand and right-clicking. The spell selected by default when a wand is first crafted is Reducto, and the wand remembers the last spell it used. You can cycle through the available spells by sneaking and right-clicking, or by using the left and right arrow keys (default), or you can use the text-recognition based casting method (explained below). Upon casting the spell, the incantation will be put into the chat for you (can be disabled in the config). There are currently 26 spells implemented.

    The text-recognition based method of casting is a little GUI. It can be opened by pressing R (default) while holding a wand, and will allow you to cast a spell by typing it's name (not case sensitive!). This won't affect what spell is selected on the wand, and if it doesn't recognize the spell it will simply pop up a little error message in the chat. There is also a config option to disable the default spell-casting method and replace it with this, for more skilled, advanced, and dedicated players.

    Information about the individual spells can be found below, or there is also an in-game spellbook packaged with the mod containing information about each spell. The spellbook will update itself when new spells are added, so there's no need to constantly recraft your book to update it. The spellbook can be crafted with any enchanted book and an Eye of Ender, and can be copied with a book and quill.

    A list of all spells with detailed information can be found here: http://connorjulian.org/modfiles/HPWands/HPWands-Spells.txt

    Misc. Features:
    Harry Potter Wands includes several miscellaneous Harry Potter related features that stray from the main objective of the mod.
    Invisibility Cloaks are chestplate armor items. They provide no armor value or protection, however while worn they make the wearer invisible.

    Crafting:

    Invisible Cloth (Shapeless):
    LLL
    D--
    ---

    L = Leather
    D = Diamond

    -------------------------

    Invisibility Cloak:

    C-C
    CCC
    CCC

    C = Invisible Cloth
    Spellbooks can be opened like a normal book and provide information about the different spells in the mod.

    Crafting (Shapeless):

    BE-
    ---
    ---

    B = Any Enchanted Book
    E = Eye of Ender
    Galleons, Sickles, and Knuts are all completely useless on their own, but are kind of cool to have.

    Crafting:

    Galleon:


    GG-
    GG-
    ---

    G = Gold Nugget

    OR

    SSS
    SSS
    SSS

    S = Sickle

    ---------------------

    Sickle:

    ---
    -G-
    ---

    G = Galleon

    OR

    KKK
    KKK
    KKK

    --------------------

    K = Knut

    Knut:

    ---
    -S-
    ---

    S = Sickle
    Chocolate Frogs are a food item. They restore half a hunger point when eaten, and also put a collectible card in your inventory. Collect them all!

    Crafting:

    BBB
    -B-
    B-B

    B = Cocoa Beans
    Bertie Bott's Every Flavor Beans are a food item. They are crafting in boxes of 16 (right click to open). When eaten, they restore half a hunger point and put a message in chat based on their flavor.

    Crafting (Shapeless):

    BDC
    ---
    ---

    B = Cocoa Beans
    D = Dirt
    C = Cookie

    Config Options:
    - AllowChatSpam: Set to false to disable spells reciting their incantation in the chat.

    - AllowUnforgivables: Set to false to turn off use of the Unforgivable Curses (recommended for servers).

    - UseTextCastAsDefault: Set to true to have the text-recognition based casting method override the default method. Default list-scroll method is completely disabled. (Added 0.0.2 Beta)

    Planned Features:
    - More wand combinations
    - More spells
    - Wand Personality System (see "Wand Crafting")
    - Correctly rendered projectiles
    - Bugfixes

    Pictures/Videos:
    Picture containing all the wand textures. In normal reading order: Oak, Birch, Spruce, Jungle, Acacia, Dark Oak.

    Downloads:
    1.7.10 Downloads (Currently not in development)
    1.7.2 Downloads (May work with 1.7.2)

    Changelogs

    FAQ:
    Bug Reporting: Please report all bugs through the GitHub bug tracker. http://github.com/tripl3dogdare/HPWands-Bug-Tracker

    Permissions:
    You MAY use this mod in any modpack without explicit permission
    You MAY decompile and modify this mod for private use only
    You MAY create resource packs with textures for this mod
    You MAY create custom maps that use this mod
    You MUST give credit when using this mod in a modpack
    You MAY NOT redistribute modified copies of this mod

    Support the Mod!


    [url=http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2152978-harry-potter-wands][img]http://connorjulian.org/mcforum_images/hpwands_banner.png[/img][/url]
    Posted in: WIP Mods
  • 2

    posted a message on [1.8/1.9+] CommandBox - Easy command combining at your fingertips! (Version 0.10 Alpha)


    The one-command industry in Minecraft has been growing ever stronger for the past year or so. Everyone seems to be getting into it. Sadly, writing a one-command takes a lot of work, sometimes requiring you to put in hours of your time and thousands upon thousands of characters. This program is set to change that.


    Inspired both by MrGarretto's Command Combiner and by my previous project, the 3DD Command Combiner, CommandBox is my latest work in the field. Designed to take advantage of Minecraft 1.9's changes to the riding system, the commands it generates are faster, more efficient, and shorter than those of any other generator available. It's the easiest way to jump into the Minecraft 1.9 one-commanding scene! It can even create commands that are compatible with Minecraft 1.8, as well as easily importing from several different file formats.


    How does it work?


    When you first open the program, you'll see two text boxes and a button. The top text box is the input, the bottom is the output; just enter your commands (one per line!). Your command will be created and shown in the output, ready to copy-paste into a command block. All the default options are set up for optimal one-commanding already, so there's no need to worry. If you do want to change the options, though, you can click the "Options" tab at the top of the program. From there you can use or change various options, listed below:


    • Switch Minecraft versions for the command to be compatible with (all other options will work for all versions unless otherwise stated)
    • Change generation mode between Casing, No Casing, and Raw (only executes once)
    • Change casing blocks (defaults to bedrock and glass)
    • Toggle execution of "/gamerule commandBlockOutput false" (prevents commands from showing in the chat).
    • Toggle execution of "/gamerule logAdminCommands false" (prevents commands from showing in the server log).
    • Toggle removal of the initial command block.

    There are also several options for importing/exporting your completed command:

    • Export as a .cmdbox project file (JSON).
    • Import from a .cmdbox project file.
    • Export as a raw text file.
    • Import from a raw text file.
    • Import from a dump file generated by TexelElf's "Dump Command Blocks" MCEdit filter.
    • Import from an MCEdit schematic (The commands will be sorted in positive to negative YZX order).
    • Export to or reset the program's config, allowing you to change your default settings.

    What's missing?


    Since the program is in Alpha, it's missing a few key features. Below are some of the ones that are planned to be added.


    • Command tags (see the help page for the original 3DD Command Combiner for more info) Partially complete!
    • Sign support (i.e. easily creating signs to destroy the machine, etc.; currently only possible manually)
    • More import/export options
    • and more!

    Changelogs

    v0.10 Alpha
    - Added the ::MESS:: tag; takes a message/data tag and applies it to "/tellraw @a <message>" (tellraw shortcut for credits, install success, etc).
    - Added a credit to the chat when executing a command - can be manually removed, but please don't!
    - Fixed the gamerule options for 1.9 commands.
    - Added a "Config" option - this will save a default project that will be loaded upon opening the program. It can be saved and reset from the program itself.
    - Increased generation efficiency (does not affect output, just how fast the program itself is).
    - Updated the help page (from now on this won't make it into the changelog unless I make major edits)

    v0.9 Alpha
    - Added a "Help" tab.
    - Removed the "Generate!" button; the output now automatically updates as you type/change options.
    - Added a "Clear Input" button.
    - Added a "% remaining" section to the character counter; displays how much space you have left in the command.
    - Moved the success message for the "Copy Output" button to the same space as the character counter, rather than a popup.
    - Input field length is now restricted to 50,000 characters to prevent ridiculous amounts of lag with the auto-generate feature.
    - Increased command efficiency slightly.
    - Changed 1.9 structure; it now only uses one repeating command block instead of one per layer.
    - Changed the cleanup process slightly; no longer uses space to the side of the original command block, only above.
    - Added mnemonic shortcuts to the tabs; they can now be switched to using ALT+C, ALT+O, ALT+H, and ALT+R, respectively.
    - Restyled the tabs; they now match better and overall look better.
    - Added error codes to the program's error messages to help identify errors easier (Java errors exempted).
    - Added links to the external libraries used in the "Credits" tab.

    v0.8 Alpha
    - Changed name to CommandBox (3DD Command Combiner is such a lame name...).
    - Default project file extension is now .cmdbox (old .3ccp files should still work).
    - Added a character counter that appears upon generating a command.
    - Added case generation to 1.8 commands - generates a 5x5 box expanding towards +Z as necessary (3x3 without casing).
    - Added the ability to change the materials of the case (still defaults to bedrock/glass).
    - Added the ::INIT:: tag; makes commands only run once upon initial creation (simply add it to the beginning of the command).
    - Added the ability to export the output directly to a raw text file.
    - Reorganized the Options tab a little bit.
    - Created a banner (both a large one and a small one!).
    - Increased icon resolution, it looks much better now.

    v0.7 Alpha
    - Added case generation (finally). Currently only works for 1.9 commands.
    - Generates a 5x5 pillar as high as needed (3x3 without casing).
    - Has 3 different modes; Permanent, Permanent (no casing), and Raw (one-time execution).
    - Automatically set to "Raw" mode and disabled upon switching to 1.8; this will be changed soon to allow case generation for 1.8 as well.

    v0.6 Alpha

    - Reskinned the entire program to (roughly) match system defaults (should match for each system).
    - "Generate!" and "Copy Output" buttons are now disabled when the input and output (respectively) are empty.
    - Added a warning popup if the generated command is longer than 32767 characters.
    - Added a logo!
    - Refactored the code as it was over 400 lines of code in one file; it is now much more organized and split over several files.


    v0.5 Alpha

    - Added the ability to import from an MCEdit schematic(!).

    - Added a "Copy Output" button to the main screen.

    - Added the ability to expand one command over multiple lines by putting any kind of whitespace (spaces or tabs) at the beginning of each extra line.

    - Reorganized the options screen into a two-column layout for space reasons.

    - Added a README with credit to the external libraries used (this would go with the normal credits, but most users won't really care).



    v0.4 Alpha

    - Added the ability to export to a .3ccp project file (just a JSON file, really, but who cares, it distinguishes it from normal JSON).

    - Added the ability to import from a .3ccp project file (exporting isn't much use if you can't import!)

    v0.3 Alpha

    - Added the ability to read commands from a raw text file.

    - Added the ability to read commands from a dump file generated by TexelElf's "Dump Command Blocks" MCEdit filter.

    - Fixed the input/output text boxes resizing oddly when large commands are entered.

    v0.2 Alpha
    - Added the ability to change versions between 1.8/1.9+ and generate a compatible command accordingly.


    v0.1 Alpha

    - Initial version


    Downloads


    You must have Java installed to run this! You can get it here.


    Banners


    <a href="2544347"><img src="http://i.imgur.com/vOCBDga.png" alt=""></a>

    Posted in: Minecraft Tools
  • 1

    posted a message on Magicka - Revolutionizing Minecraft Magic! [WIP again for 1.12]
    Quote from Enderborn1235»

    Question: Is this still alive and well? I do not want to see a mod like this die out.


    thank you for your consideration,

    -Enderborn


    Alive and on hiatus due to life.
    Posted in: WIP Mods
  • 1

    posted a message on Magicka - Revolutionizing Minecraft Magic! [WIP again for 1.12]
    Quote from JeanValjean»

    There are mods called A Game of Thrones, there are tons of mods that uses copyrighted names without issues, and that's because the mods are free so no point in prosecute them


    Exactly. I don't honestly care what else happens to use the same name.
    Posted in: WIP Mods
  • 1

    posted a message on Magicka - Revolutionizing Minecraft Magic! [WIP again for 1.12]
    Quote from TanKsverylot»

    I suggest you change the name of this mod, because there is a game with the name Magicka...


    I know. And honestly, I don't care. They're unrelated, it's hardly a copyrighted name, and there's no reason not to use it.
    Posted in: WIP Mods
  • 1

    posted a message on Magicka - Revolutionizing Minecraft Magic! [WIP again for 1.12]
    Quote from asanetargoss»

    Item-less spellcasting? Custom spells? Dang... sounds like my dream mod.


    Would the spellcasting be like Ars Magica but more fleshed-out? An esoteric programming language? Or... something else? Hmmm....


    The spellcasting will be similar to Ars Magica, but spells will be created on the fly rather than saved, and it will be much more flexible. It does, however, use a similar system of shapes, effects, and modifiers.
    Posted in: WIP Mods
  • 1

    posted a message on Magicka - Revolutionizing Minecraft Magic! [WIP again for 1.12]
    Quote from Kompy_87»

    Here's some ideas:


    XP based. Make each spell modifier/word require a base number of XP (or an XP multiplier). So, say spells use 3 words. Word 1 = 50 XP. Word 2 = x2 XP. Word 3 = +100 XP. So, casting the spell requires 50x2+100, or, 200 XP.


    Casting the spell consumes the XP.


    Learning new words could be eureka based, meaning that you have to use certain spell modifiers several times, and a similar but different word will be learned.

    Or, just make some progression tech tree system, where you have to research and read lore books or something.


    Voice Activated

    Players will be able to speak into their mic to say the spell. Might be very difficult to implement, especially since you have to compensate for accents, mic quality, etc. Perhaps allow players to 'train' the voice recognition by selecting the spell word, then saying the spell word 3 times, so it records the user's unique voice.


    Chat Activated

    Typing the spell words in chat will cast the spell. Returns messages if successful, or if the spell fails and fizzles due to misspelling and incorrect grammar use.


    GUI Casting

    Create some sort of rapidly flowing GUI. A player can press a keybind to bring up a list of words that is projected in front of their character in the real world (instead of locking them into a GUI). They use their mouse to hover over the first word, which then branches to the second word - they select the second word, and the tertiary words branch from it.

    The GUI has to flow so spell casting is rapid and intuitive. Attach icons to the words. Automatically link words that work to each other.


    Rune Casting

    Runes work differently. A caster can bind spells to runes. They craft the runes using mundane materials like stone.

    When a caster binds a spell to a rune, it consumes the same amount of XP as the original spell. Now the player can use the rune. However, there is a limitation to using runes - you must have a certain amount of XP relative to the cost of the rune when it was created. So, say a caster spent 200 XP making a rune, and gives it to another player. That other player could require 200 XP to use it, but no XP is actually consumed when used.

    This gives players the ability to prepare spells ahead of time.


    You could also add some other form of limitation to rune casting, like X number of runes per day, or a soul system. Players have, say, 100 soul points. Each time they cast a rune, 1 SP is used. SP regenerates when you have XP, and more XP means it regenerates faster. Or make it static, like 1 SP per minute, or Minecraft day, or something.


    Thanks for the suggestions! I already have a mana system in place, so the XP system really isn't necessary. I already have some plans for how words will be learned. Voice recognition is a planned feature assuming I can pull it off. Chat activation is a thought, but I think having a separate system will mesh with my original idea of the mod better. I plan to have some "battle flow" things, like a favorites system, but that particular way is an idea. And the runes idea is cool, but I want to avoid "casting items" if at all possible.
    Posted in: WIP Mods
  • 1

    posted a message on Magicka - Revolutionizing Minecraft Magic! [WIP again for 1.12]

    I was wondering if you're going to use the traditional mana system or take a route similar to Lichdom: Battlemage and exclude all limitations. Also, I think you should include an in-depth "magical smithing" system to replace vanilla enchanting. Like how Brisingr was forged.


    Yes, there will be a mana system. And that's an interesting idea... I may take a look into how to do that =)
    Posted in: WIP Mods
  • 1

    posted a message on Magicka - Revolutionizing Minecraft Magic! [WIP again for 1.12]
    Quote from Telhias»

    Great idea. I hope you will be able to carry it to finish. Would love to play it once you release it.


    About other games that use similar system, the closes I can think of is Arx Fatalis. While holding cast key you were drawing symbols with your mouse, each symbol meant something and if you have drawn right combination you cast spell. For example "aam yok taar" meaning "create fire missile" shot a fireball in front of you. The only problem with it was the fact that there were only few preprogrammed spells instead of creating your own, from combining words.


    Thanks for the kind comments! Haven't heard of that one either, I'll look into it. And yeah, the pre-programmed spell problem is the one I want to fix - it's also the one that's currently making the mod far from usable.
    Posted in: WIP Mods
  • 1

    posted a message on Magicka - Revolutionizing Minecraft Magic! [WIP again for 1.12]
    Quote from machinespray»

    Seems like a really awesome idea! I am currently working on my own magic mod(I haven't finished it to the point where it is ready to make a post yet) and I'm glad that other people are making magic mods that are innovative and different.



    Quote from Kompy_87»

    An old MMO known as Tibia used this sort of spell casting system.
    It wasn't modular, though. Each spell was predefined, but it was grammar based. You had to type out the spells in chat to cast them (and could also be keybound for quicker use).

    Here's some recommendations:

    Add an additional spell modifier for strength. A spell like Utevo Lux would cast light. Utevo Gran Lux would cast light that extends much further and is much brighter. So, Gran is the strength modifier.

    This MMO I'm referring to also had a spellbook, so all spells you learned were added to the book. Similarly, you could have a book that lists all known modifiers and words, and allow players to build and list their favorites on the first page, or be able to bookmark certain pages.

    You should also include a rune system.
    Players can craft blank runes out of stone and some other magic item or process.
    Then, a player can cast their spell onto the rune. It infuses the spell into the rune so that anyone can use it, even if you don't know the words to the spell.

    There should be limits to the runes, though.

    Look up Tibia and its spell casting system to draw ideas from it.

    Quote from Nath99000»

    Looking forward to something like this, I've seen one or two posts with similar base concepts, but almost all of them were just fan-game-y.

    The main concept (chat based "commands") Isn't too complicated, you just need a few event subscribers set up on the chat. (I've done this before), but i do enjoy this concept. Hoping for a download soon.


    The system actually isn't chat based, but it follows a similar idea. Still, thanks! I'm hoping to have it functional enough for a showcase video soon.

    Quote from machinespray»

    Seems like a really awesome idea! I am currently working on my own magic mod(I haven't finished it to the point where it is ready to make a post yet) and I'm glad that other people are making magic mods that are innovative and different.


    Thanks!
    Quote from Kompy_87»

    An old MMO known as Tibia used this sort of spell casting system.
    It wasn't modular, though. Each spell was predefined, but it was grammar based. You had to type out the spells in chat to cast them (and could also be keybound for quicker use).

    Here's some recommendations:

    Add an additional spell modifier for strength. A spell like Utevo Lux would cast light. Utevo Gran Lux would cast light that extends much further and is much brighter. So, Gran is the strength modifier.

    This MMO I'm referring to also had a spellbook, so all spells you learned were added to the book. Similarly, you could have a book that lists all known modifiers and words, and allow players to build and list their favorites on the first page, or be able to bookmark certain pages.

    You should also include a rune system.
    Players can craft blank runes out of stone and some other magic item or process.
    Then, a player can cast their spell onto the rune. It infuses the spell into the rune so that anyone can use it, even if you don't know the words to the spell.

    There should be limits to the runes, though.

    Look up Tibia and its spell casting system to draw ideas from it.

    Thanks for the idea! I've never actually heard of Tibia, I'll look into it. I had thought of using something like your rune idea, but I'm not sure... I want to avoid "casting items" if at all possible.
    Posted in: WIP Mods
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