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Post by lubenqwebjartskular on Nov 11, 2014 3:52:05 GMT
Another addition to naina could be to light up any redstone lamps in the area. its kind of a lame idea but it gives the spell more versatility what I'm referring to doesn't actually spawn a torch; it simply raises the light level and acts as though you are emitting the light i know, im talking about something else, your torch idea is good.
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Post by MCAlagaesia on Nov 11, 2014 5:01:55 GMT
Another addition to naina could be to light up any redstone lamps in the area. its kind of a lame idea but it gives the spell more versatility what I'm referring to doesn't actually spawn a torch; it simply raises the light level and acts as though you are emitting the light It might be possible by injecting packets into the stream sent from the server to the client, but doing so is fairly hacky. Minecraftthing is working on the magic plugin right now - we'll see what we can revise.
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Post by MCAlagaesia on Nov 11, 2014 5:05:49 GMT
what I'm referring to doesn't actually spawn a torch; it simply raises the light level and acts as though you are emitting the light i know, im talking about something else, your torch idea is good. The redstone torch idea is possible, we talked about it in a meeting today. We'll alter some of the darker places and dungeons to make use of this feature by adding some redstone lamps. Players who visit these places will be able to lighten the area with a spell for a few minutes.
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Post by MCAlagaesia on Nov 11, 2014 5:08:30 GMT
Another addition to naina could be to light up any redstone lamps in the area. its kind of a lame idea but it gives the spell more versatility what I'm referring to doesn't actually spawn a torch; it simply raises the light level and acts as though you are emitting the light Don't forget to notify us if you remember the plugin name that does this! We'll take a look and see if it relies on protocols/packets.
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Post by lubenqwebjartskular on Nov 11, 2014 18:20:42 GMT
i know, im talking about something else, your torch idea is good. The redstone torch idea is possible, we talked about it in a meeting today. We'll alter some of the darker places and dungeons to make use of this feature by adding some redstone lamps. Players who visit these places will be able to lighten the area with a spell for a few minutes. TOTALLY COOL i contributed something! when the rpg server is up im so going to use this!
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Post by eragonsubhomicidia on Nov 11, 2014 22:02:40 GMT
what about these du gring huildr------opens all doors in a ten block radius Skölir nosu fra brisingr-------gives fire resistance ma'mor-----opens an iron door flauga-----gives fly but the longer you use it the more hunger you lose fethrblaka-----spawns in a chicken(for a farm or food) grind----spawns in a door knifr----gives you a stone sword oro----gives you a stack of arrows sundavar----gives blindness to every one in a ten block radius(excluding you) vanyali------lists all spells(a bit like /help but harder to remember and more magical) yawë----do this with a friend(they must agree) and you cannot hurt each other Eka aí fricai un Shur'tugal-----used to tame a dragon(insert dragon's name after though) aptr---- basically /back dauth-----used by admins instead of /kill player name kveykva=summons lightning somewhere around you faelnirv----strength potion eitrum=gives poison to everything within a ten block radius poison except for you thringa---- starts raining traevam----spawns a tree garm---spawns in a wolf seithr----spawns in a witch(not really sure why you would want to do this though)
also although this isn't really spells it would be cool if you could pick a race i.e. human, elf, dwarf, urgal, and then you could get kits from them once a day elf=bow and green leather armour dwarf=iron axe and iron helmet
i couldn't think of more but you guys are inventive people i think you can come up with stuff on your own
sorry that this was a long post but just wanted to help
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Pixela
MCAlagaesian
8
Posts: 98
Minecraft: Pixela7
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Post by Pixela on Nov 13, 2014 0:23:50 GMT
what about these du gring huildr------opens all doors in a ten block radius Skölir nosu fra brisingr-------gives fire resistance ma'mor-----opens an iron door flauga-----gives fly but the longer you use it the more hunger you lose fethrblaka-----spawns in a chicken(for a farm or food) grind----spawns in a door knifr----gives you a stone sword oro----gives you a stack of arrows sundavar----gives blindness to every one in a ten block radius(excluding you) vanyali------lists all spells(a bit like /help but harder to remember and more magical) yawë----do this with a friend(they must agree) and you cannot hurt each other Eka aí fricai un Shur'tugal-----used to tame a dragon(insert dragon's name after though) aptr---- basically /back dauth-----used by admins instead of /kill player name kveykva=summons lightning somewhere around you faelnirv----strength potion eitrum=gives poison to everything within a ten block radius poison except for you thringa---- starts raining traevam----spawns a tree garm---spawns in a wolf seithr----spawns in a witch(not really sure why you would want to do this though) also although this isn't really spells it would be cool if you could pick a race i.e. human, elf, dwarf, urgal, and then you could get kits from them once a day elf=bow and green leather armour dwarf=iron axe and iron helmet i couldn't think of more but you guys are inventive people i think you can come up with stuff on your own sorry that this was a long post but just wanted to help this sounds pretty cool but I have some problems: Skölir nosu fra brisingr they already have a fire resist spell ma'mor you already gave a door opening spell :/ oro seems a bit op'd but i guess Eka aí fricai un Shur'tugal looks pretty long to type; try removing the ai and un dauth I don't know why any admin would use a subcommand to kill like that .-. but it could be used by non admins at a price proportional to their health + magic :S the rest seemed pretty good though
as for elf and dwarf kits: this is actually a good idea; updating kits from a centralized leader who decides what to give for that day seems pretty interesting to me
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Post by ThatRedhead on Dec 16, 2014 0:41:50 GMT
what about these du gring huildr------opens all doors in a ten block radius Skölir nosu fra brisingr-------gives fire resistance ma'mor-----opens an iron door flauga-----gives fly but the longer you use it the more hunger you lose fethrblaka-----spawns in a chicken(for a farm or food) grind----spawns in a door knifr----gives you a stone sword oro----gives you a stack of arrows sundavar----gives blindness to every one in a ten block radius(excluding you) vanyali------lists all spells(a bit like /help but harder to remember and more magical) yawë----do this with a friend(they must agree) and you cannot hurt each other Eka aí fricai un Shur'tugal-----used to tame a dragon(insert dragon's name after though) aptr---- basically /back dauth-----used by admins instead of /kill player name kveykva=summons lightning somewhere around you faelnirv----strength potion eitrum=gives poison to everything within a ten block radius poison except for you thringa---- starts raining traevam----spawns a tree garm---spawns in a wolf seithr----spawns in a witch(not really sure why you would want to do this though) also although this isn't really spells it would be cool if you could pick a race i.e. human, elf, dwarf, urgal, and then you could get kits from them once a day elf=bow and green leather armour dwarf=iron axe and iron helmet i couldn't think of more but you guys are inventive people i think you can come up with stuff on your own sorry that this was a long post but just wanted to help this sounds pretty cool but I have some problems: Skölir nosu fra brisingr they already have a fire resist spell ma'mor you already gave a door opening spell :/ oro seems a bit op'd but i guess Eka aí fricai un Shur'tugal looks pretty long to type; try removing the ai and un dauth I don't know why any admin would use a subcommand to kill like that .-. but it could be used by non admins at a price proportional to their health + magic :S the rest seemed pretty good though
as for elf and dwarf kits: this is actually a good idea; updating kits from a centralized leader who decides what to give for that day seems pretty interesting to me I doubt you would go through a bow and a piece of leather a day just sayin Personally, I rather like the longer sentences for spells, because it would add some difficulty to it and make it much easier to make a typo that would jeopardize the spell, thus further discouraging the use of magic If I ever get to it, I'd like to see if I could throw together some sort of simple application that tries to figure out what you are saying in the ancient language...it would be a lot of work, but really cool to be able to through together your own basic spells to see if they would work. This is probably not possible though, and makes the whole magic research idea somewhat useless. :/ I'll put some more thought into it later.
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Post by MCAlagaesia on Dec 16, 2014 6:20:27 GMT
this sounds pretty cool but I have some problems: Skölir nosu fra brisingr they already have a fire resist spell ma'mor you already gave a door opening spell :/ oro seems a bit op'd but i guess Eka aí fricai un Shur'tugal looks pretty long to type; try removing the ai and un dauth I don't know why any admin would use a subcommand to kill like that .-. but it could be used by non admins at a price proportional to their health + magic :S the rest seemed pretty good though
as for elf and dwarf kits: this is actually a good idea; updating kits from a centralized leader who decides what to give for that day seems pretty interesting to me I doubt you would go through a bow and a piece of leather a day just sayin Personally, I rather like the longer sentences for spells, because it would add some difficulty to it and make it much easier to make a typo that would jeopardize the spell, thus further discouraging the use of magic If I ever get to it, I'd like to see if I could throw together some sort of simple application that tries to figure out what you are saying in the ancient language...it would be a lot of work, but really cool to be able to through together your own basic spells to see if they would work. This is probably not possible though, and makes the whole magic research idea somewhat useless. :/ I'll put some more thought into it later. We could translate what people are saying, but players wouldn't be able to create their own spells by combining words in the ancient language - Each spell would have to be manually added by developers. For example, we couldn't make a plugin that sees a player issue the command "/brisingr adurna" and then think "Hmmm, fire and water makes fire water, better give this player a potion of fire resistance!" - The plugin can't think of it's own solutions for each translation itself, we have to give them to it.
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Post by ThatRedhead on Dec 16, 2014 12:28:49 GMT
I doubt you would go through a bow and a piece of leather a day just sayin Personally, I rather like the longer sentences for spells, because it would add some difficulty to it and make it much easier to make a typo that would jeopardize the spell, thus further discouraging the use of magic If I ever get to it, I'd like to see if I could throw together some sort of simple application that tries to figure out what you are saying in the ancient language...it would be a lot of work, but really cool to be able to through together your own basic spells to see if they would work. This is probably not possible though, and makes the whole magic research idea somewhat useless. :/ I'll put some more thought into it later. We could translate what people are saying, but players wouldn't be able to create their own spells by combining words in the ancient language - Each spell would have to be manually added by developers. For example, we couldn't make a plugin that sees a player issue the command "/brisingr adurna" and then think "Hmmm, fire and water makes fire water, better give this player a potion of fire resistance!" - The plugin can't think of it's own solutions for each translation itself, we have to give them to it. That's where the processing comes in. It would think more like "hey water, I'm making a potion, ooh fire the only potion with fire is fire resistance"
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Post by MCAlagaesia on Dec 16, 2014 23:00:41 GMT
We could translate what people are saying, but players wouldn't be able to create their own spells by combining words in the ancient language - Each spell would have to be manually added by developers. For example, we couldn't make a plugin that sees a player issue the command "/brisingr adurna" and then think "Hmmm, fire and water makes fire water, better give this player a potion of fire resistance!" - The plugin can't think of it's own solutions for each translation itself, we have to give them to it. That's where the processing comes in. It would think more like "hey water, I'm making a potion, ooh fire the only potion with fire is fire resistance" We still have to teach it that.String spellEffects; if command contains water if spellEffects is equal to null (is empty) spellEffects = "potion" else append "potion" to SpellEffects if command contains fire if spellEffects is equal to null (is empty) spellEffects = "fire" else append "fire" to SpellEffects Now we teach the plugin what is done with fire and waterif spellEffects contains both "water" and "fire" give player potion of fire resistance send player a message. This can be done much simpler by telling the plugin what to do in this instance without all the extra code:if command contains water and fire give player potion of fire resistance send player a message We still have to teach the plugin what to do in each occasion.
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Post by ThatRedhead on Dec 17, 2014 3:57:02 GMT
That's where the processing comes in. It would think more like "hey water, I'm making a potion, ooh fire the only potion with fire is fire resistance" We still have to teach it that.String spellEffects; if command contains water if spellEffects is equal to null (is empty) spellEffects = "potion" else append "potion" to SpellEffects if command contains fire if spellEffects is equal to null (is empty) spellEffects = "fire" else append "fire" to SpellEffects Now we teach the plugin what is done with fire and waterif spellEffects contains both "water" and "fire" give player potion of fire resistance send player a message. This can be done much simpler by telling the plugin what to do in this instance without all the extra code:if command contains water and fire give player potion of fire resistance send player a message We still have to teach the plugin what to do in each occasion.I guess the difficulty is in finding things for these spells to do :/ there's only so much that can be done with magic in minecraft, but a near infinite possibilities with words. That said, I hope the magic plugin's code is nested, not a huge series of if-thens that are checking for exact input... I.e. If command contains water, then: If command contains fire, then give player potion of fire resistance, else: If command contains poison, then give player potion of harm, else: etc... And I just noted, with the whole potions from spells, there should definitely be a keyword for splash potion rather than a normal bottle for yourself edit: first paragraph didnt really make sense in retrospect... I meant that with the current magic system you are limited to what spells are explicitly stated, while I was thinking more of a system of modifying terms that would provide more flexibility in what you do. It could even be based on the grammar of the ancient language. For instance, a spell would be formatted as /[verb] *optional stuff follows* [modifiers of verb] to [subject or target] [modifiers of target] and [another target] [modifiers of target] [etc...] it would be much more complicated but also a lot more flexible in being able to adapt a spell for specific conditions.
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Post by ThatRedhead on Dec 19, 2014 4:07:15 GMT
A couple ideas from my thinking throughout the day: Some spell that disables your view of your health bar and gives you another heart or two, like the laughing dead. You would keep fighting until you died because you wouldn't know when you didn't have many hearts left. It would last for a specific amount of time and take very little hunger. Wards against magic. Anyone could use /deyja to kill, but if you had a ward set up to block it, it wouldn't have an effect. I.e. /skoliro deyja would protect me from a player using "deyja". It would take as much energy as the spell that was blocked took from its caster, or a little less. Maybe it would take 1/2 of that. I dunno. Tell me what you think!
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Post by lubenqwebjartskular on Jan 2, 2015 21:30:06 GMT
A couple ideas from my thinking throughout the day: Some spell that disables your view of your health bar and gives you another heart or two, like the laughing dead. You would keep fighting until you died because you wouldn't know when you didn't have many hearts left. It would last for a specific amount of time and take very little hunger. Wards against magic. Anyone could use /deyja to kill, but if you had a ward set up to block it, it wouldn't have an effect. I.e. /skoliro deyja would protect me from a player using "deyja". It would take as much energy as the spell that was blocked took from its caster, or a little less. Maybe it would take 1/2 of that. I dunno. Tell me what you think! Blocking is definitly something we need to introduce. wards would deflect blows and magic, but would wear down your hunger bar. the laughing dead is something that we dont really need to add, as it was only used by a madman for crazy solders. and since we will only have at most 100 players at a time its not likewe will have many wars with masses of players. still, its a good idea if we want to implement it
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Post by ThatRedhead on Jan 30, 2015 13:15:30 GMT
A couple ideas from my thinking throughout the day: Some spell that disables your view of your health bar and gives you another heart or two, like the laughing dead. You would keep fighting until you died because you wouldn't know when you didn't have many hearts left. It would last for a specific amount of time and take very little hunger. Wards against magic. Anyone could use /deyja to kill, but if you had a ward set up to block it, it wouldn't have an effect. I.e. /skoliro deyja would protect me from a player using "deyja". It would take as much energy as the spell that was blocked took from its caster, or a little less. Maybe it would take 1/2 of that. I dunno. Tell me what you think! Blocking is definitly something we need to introduce. wards would deflect blows and magic, but would wear down your hunger bar. the laughing dead is something that we dont really need to add, as it was only used by a madman for crazy solders. and since we will only have at most 100 players at a time its not likewe will have many wars with masses of players. still, its a good idea if we want to implement it It isn't for masses of players, it is for whoever wants to use it. It offers the advantage of another heart or two, yet you don't know if you are low on health. And I think we will get above 100 players, easily a few hundred individual players that at peak time would probably get it up to 150-200 on at once.
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