Harken Scythe: Reap -What- You Sow *Biomass Blocks and Adjustments*[V2.1.6 UPD: MAY 14]
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I could easly only have 3 items and apply the attune with the altars (Because I have full control on that) However the defeats the purpose of using the amulets from the get go.
So... I need to find a backdoor way when you craft the amulet with a partly full keeper/vessel...
kk, blah blah blah over.
I am still shooting for the end of the month for the release
You see Minecraft's work bench over knows recipes by: Item Stack your making, the stack size, and optional start damage (So you can make partly broken stuff). There is no way to pass other varibles through the workbench such as Enchants, special names, ect.
Btw, all Enchantment Ids have been pushed up to 200- from 100-. That way users don't have to change the Config when using More Enchants mod.
Unaugmented amulets would require both resources, while an attuned amulet would remove the cost of the other resource, but double the specified resource.
I think this solves the issue without an immense hassle.
- Varimathras, Warcraft 3 Special Dreadlord.
AS DO I. I've always loved soul based mods like these. They bring out my inner unstoppable darklord.
NO-ONE TOUCH THE AMULET ONCE THIS COMES OUT. I WANNA TEST THEM FIRST TO MAKE SURE THEY WORK (since I'm always the one dieing in a fire when it's meant to turn on lol). and it's not just ender, cause creeper to the face blowing my entire food bar cause of vitality on everything and still killing me through the amulet cause I f*cked up my "lifting cleave" signature attack also hurts like hell. (lifting cleave = dash straight at the enemy, then strike their feet to launch them away then follow through with a sprint jump attack to kill them before they hit the ground/just as they hit the ground. I usually use it when I gotta run straight through a mob. But in this case skeleton hit me off target and I landed right next to the creeper instead. >_>)
edit:
decisions decisions... generally... enchantment IDs are more limited than item IDs correct? given theres like 30k of them lying around and I doubt anyone can fill them up so much and still have a game that works without crashing cause of overburdening so I want to say "craft standard talisman, then soul infuse it to get soul attuned version or blood infuse to get blood attuned". That saves you two enchant IDs and although it uses just some enchant IDs. and it's easy enough to fix block/item IDs when you have NEI since it can dump a notepad file with the entire list of IDs and which ones are used and not used then you can just go through and reallocate the IDs as you see fit to the notepad file...
But if you can figure something out, whatever floats yur boat.
and Sy wut? Twilight forest makes gear thats pre-enchanted... o.o... and even with gear with custom enchants (fiery aura 2 for it's fiery gear). but special names, no idea...
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
That is easy to due and not the issue. The method that they are using is onCreated().
The problem is. Say you have ItemA.
Crafting recipe for ItemA is RecipeA.
If you Make another crafting recipe for ItemA but is RecipeB
No matter what ItemA is still be crafted... Since the only controling factors for Minecraft Workbench is: (Itemstack, stacksize, optional damaged amount).
I have a few ideas which I am going to test tomorrow...... "Got my New slayer to lvl 43 on Tera :P"
Solemn,I think your attuned amulet(or talisman) is a good idea,but the cost for the augment is a bit too low, as the given effects after the talisman saved you is powerful enough for you to survive in a sticky situation....
for the effects,I also think the blood attuned one should have a speed 1 in it,because the blood one seems to set for death in battle...(am I right?
I'm just a wanderer.....
Yeah I read it, and its a good suggestion. However still runs into the minecraft crafting workbench problem. I am going to try something that sets the attune based on the start damage it takes, then repairs the item back to full.
I'll mess with the effects after I get just placing the Attunement augments on the items.
Ok, I am able to set effects on crafting with the workbench by using a starting damage method, HOWEVER.... It does look a bit funny when you craft something and it looks damaged until you drag the new Item out.
It works, just looks funny....
All finished and fixed the graphic issues
The original cost I stated earlier was for when the idea was *just* for the attunement without the buffs tacked on after res. I stated in the post with the buffs suggestion that it should have a cost similar to other augments. I'd rather not have overlap honestly, I like the idea of the souls giving something of an adrenaline boost (thus regen and haste), where the blood is a bit of a bloodlust (greater damage, and greater damage resistance). Sure one could argue bloodlust has also been shown as a speedboost in many games, but it's been either way. Example of a game that actually has two different versions is WoW, where the orcs have a damage increase bloodlust (though I think it's called blood rage here, but acts as the same thing), and trolls have a speed increase bloodlust.
Should they be used on talismans too? ATM talismans only use 20 souls to res the player...
Should basic cost design should be like the following...
Unattuned: Cost 20 souls and 20 blood. Or 10 and 10.
Res: Full health and hunger restore.
Soul Attuned: Cost 20 souls
Res: Full health and hunger restore + special effect for 15/30 secs.
Blood Atuned: Cost 20 blood
Res: Full health and hunger restore + special effect for 15/30 secs.
Over all Attunements can provide a new way for players to manager their resources (Which I like ) and customize their gear to server their purposes.
Attunements will be given by crafting an talisman or amulet with the full keeper or half full vessel.
Also altars can provide atunements aswell.
However the unAttuned talismans and amulets should have a soul and blood usage cost right?
Soul Attuned: Removes blood cost of item, while soul cost is at 20/10. Has a 33% chance of giving a regen and haste buff for 15/30 sec., refund half/all the soul cost of the use, or nothing.
Blood Attuned: Removes soul cost of the item, while blood cost is at 20/10. Has a 33% chance of giving a damage and damage resistance buff for 15/30 sec., refund half/all the blood cost of the item use, or nothing.Also, yes. Have the unattuned items cost both.Oh I was wondering do the augments work on other ranged weapons added by other mods? Like could I have Blight on a Balkon's weaponmod's musket? :B
As for increasing the cost of activating the talisman / Amulets, I'll tack that on.
I am guessing this is how it would look then...
Talisman:
Unattuned: Activate Cost: 10 soul and 20 blood.
Soul Attuned: Activate Cost: 20 souls.
Blood Attuned: Activate Cost: 40 blood.
@ Oh I was wondering do the augments work on other ranged weapons added by other mods? Like could I have Blight on a Balkon's weaponmod's musket? :B
Yes, I made sure all Augments are compatible with other Mods and weapon types :).
So far my favorite thing to have is Bloodletting, Blight, Afterlife on my Bow
Relics and spectral potions won't be included in the early release.
So the blood keeper can hold more blood than the soulkeeper can hold souls? (that's what I'm getting from that)
Let's go with 15 souls for soul attuned, and 30 blood for blood attuned. Slight increase, but doesn't make it take the entire keeper.So the Goblet won't make it in either? Bummer.