Crea
Expand Your World
Create and share new mods to expand your worlds: items, monsters, skills, races, realms, game systems. Anything and everything is possible.
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stylez 2 Nov, 2014 @ 2:18pm
Some feasibility questions...
I'm just wondering how feasible (if at all) these ideas are. I'm guessing 1-4 are possible and I just need to spend more time digging around in the code and object/method index to figure out how to implement them.

1) Replace Skill : This would be a skill like Use Tool and Use Area Tool, except it would swap out bricks that have been placed, without destroying them. A Use Case for this would be: I built my entire home out of stone & dirt because that's all I had at the time. But now I'm considerably richer as far as building material goes, and I want to replace sections of my home with gold bricks. But I don't want to have to tear down all the decorations and furniture then put them all back again afterwards (especially chests, and stuff that attaches to the background).

I imagine this would have some kind of single-cell UI component, "Replace With", that lets you put in the new block that you want to take the place of existing ones. The skill would be the same animation as mining, but rather than destroying the tiles after however many strikes of your mattock, it would takes n-bricks from the "Replace With" slot (depending if you're using the 1x1 or 2x2 version), puts back into your inventory n-bricks of whatever you "mined", and simply changes the tile type on the world with the type of brick that's in your Replace With slot.

Alternatively, a lazier way would be a spell that just changes everything within the player's current view...


2) Exploding Arrows : Pretty self explanatory. Wherever the arrow lands, it would have a small explosion. Preferrably, the explosion would occur only when hitting people/creatures/spawners, not tiles. Further, it would preferrably not damage tiles at all (my guess: in the projectile file, within the "destroy" method, initiate a Blast spell at the arrow's location prior to removal..?).


3) Multi Jump : Is it possible for a mod to override the parts of core/system/input.py that reference Double Jump, to allow multiple jumps? This is probably just me not understanding the code/logic flow; creating new things is easy enough, but how do you override/replace existing code or items without editing the base files?

The logic change itself is fairly easy, I'm just hung up on the "how to do it properly" aspect.


4) Moveable Way Crystal : The idea for this came when I decided to build a house in the sky. I am getting pretty tired of running up/down the massive staircase I had to build from the crystal that spawned within the Fractured biome. So I wondered if it's possible to have a tool/skill that would remove an existing Way Crystal, and the player could place it elsewhere in the world?


5) Multiple Recipes/One Item : I think I know the answer to this already, but figured I'd ask anyway. Is there a way to allow multiple recipes for a single item, or do you need to create multiple items? For instance, if I want a Flaming Arrow that is craftable from either Wood, Stone, or Iron arrows as its base, do I need to create 3 different Flaming arrow items (Flaming Wood, Flaming Stone, etc)? Or is there a way to have 1 Flaming Arrow item with 3 recipes?
Last edited by stylez; 2 Nov, 2014 @ 2:46pm
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Skumbag 3 Nov, 2014 @ 7:47pm 
That is all possible as far as I'm concerned :)
Baxter900 4 5 Nov, 2014 @ 2:51pm 
1-3 are all relatively easy (meaning that you wouldn't have to write any systems to implement them, 4 and 5 would require a significant amount of work, but are entirely possible.
Last edited by Baxter900; 5 Nov, 2014 @ 2:52pm
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