Thanks! Someone else mentioned earlier that the boss dungeons could not be disabled, and it has already been added in for the next update... though I'm curious how you plan to get the mod's items with all of the dungeons and secret rooms disabled. Most of the special items can only be found in those rooms, unless you use FatherToast's custom chest loot mod to add them to vanilla chests.
Anyway, the option has been added - up to you how you want to deal with the lack of obtainable items xD
Btw, is your name perchance related to the Forgotten Realms character? One of my favorite series by R.A. Salvatore revolved around that guy
I'm thinking using the custom chest loot, yeah. Maybe use minetweaker to make bombs craftable. And um, I neglected to mention, I'm using 1.6.4. Will the update be for that version? Anyways, thanks a lot! And no, my name isn't, actually. Sorry!
Awesome mod, I'm a huge LoZ fan and I have a suggestion.
Can you add the Triforce and the three Triforce Pieces (Wisdom, Power, Courage) and they can make you stronger, etc.
java.lang.NoSuchMethodError: net.minecraft.entity.player.EntityPlayer.func_71011_bu()Lnet/minecraft/item/ItemStack;
at zeldaswordskills.handler.ZSSCombatEvents.onPreHurt(ZSSCombatEvents.java:314)
at net.minecraftforge.event.ASMEventHandler_85_ZSSCombatEvents_onPreHurt_LivingHurtEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:348)
at net.minecraft.entity.player.EntityPlayer.func_70665_d(EntityPlayer.java:1186)
at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:885)
at net.minecraft.entity.player.EntityPlayer.func_70097_a(EntityPlayer.java:1129)
at net.minecraft.entity.player.EntityPlayerMP.func_70097_a(EntityPlayerMP.java:466)
at net.minecraft.entity.monster.EntityMob.func_70652_k(SourceFile:71)
at net.minecraft.entity.monster.EntityZombie.func_70652_k(EntityZombie.java:288)
at net.minecraft.entity.ai.EntityAIAttackOnCollide.func_75246_d(EntityAIAttackOnCollide.java:154)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:100)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:613)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1993)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:441)
at net.minecraft.entity.monster.EntityMob.func_70636_d(SourceFile:24)
at net.minecraft.entity.monster.EntityZombie.func_70636_d(EntityZombie.java:192)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:29)
at net.minecraft.entity.monster.EntityZombie.func_70071_h_(EntityZombie.java:283)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at zeldaswordskills.handler.ZSSCombatEvents.onPreHurt(ZSSCombatEvents.java:314)
at net.minecraftforge.event.ASMEventHandler_85_ZSSCombatEvents_onPreHurt_LivingHurtEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:348)
at net.minecraft.entity.player.EntityPlayer.func_70665_d(EntityPlayer.java:1186)
at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:885)
at net.minecraft.entity.player.EntityPlayer.func_70097_a(EntityPlayer.java:1129)
at net.minecraft.entity.player.EntityPlayerMP.func_70097_a(EntityPlayerMP.java:466)
at net.minecraft.entity.monster.EntityMob.func_70652_k(SourceFile:71)
at net.minecraft.entity.monster.EntityZombie.func_70652_k(EntityZombie.java:288)
at net.minecraft.entity.ai.EntityAIAttackOnCollide.func_75246_d(EntityAIAttackOnCollide.java:154)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:100)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:613)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1993)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:441)
at net.minecraft.entity.monster.EntityMob.func_70636_d(SourceFile:24)
at net.minecraft.entity.monster.EntityZombie.func_70636_d(EntityZombie.java:192)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:29)
at net.minecraft.entity.monster.EntityZombie.func_70071_h_(EntityZombie.java:283)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
-- Entity being ticked --
Details:
Entity Type: Zombie (net.minecraft.entity.monster.EntityZombie)
Entity ID: 44
Entity Name: Zombie
Entity's Exact location: 53.68, 67.00, -231.83
Entity's Block location: World: (53,67,-232), Chunk: (at 5,4,8 in 3,-15; contains blocks 48,0,-240 to 63,255,-225), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Entity's Momentum: 0.05, -0.08, -0.04
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
-- Affected level --
Details:
Level name: world
All players: 2 total; [EntityPlayerMP['YummyTomatoesYay'/202, l='world', x=54.92, y=67.00, z=-232.30], EntityPlayerMP['StormShadow7199'/338, l='world', x=471.83, y=72.72, z=-474.33]]
Chunk stats: ServerChunkCache: 1168 Drop: 0
Level seed: 2346499661004416564
Level generator: ID 09 - ATG, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (166,67,-257), Chunk: (at 6,4,15 in 10,-17; contains blocks 160,0,-272 to 175,255,-257), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Level time: 9093688 game time, 62028 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 56446 (now: false), thunder time: 98719 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
I looked at the screen shots and the change log and I think this will turn out to be a great mod. You seem to be going into the right direction with it, & I'm glad to see something like this develop. Please continue to update it and make it the awesome mod it will be!
Cool Alias i can't seem to sell the 3rd mask, Mask of scents i have tried every kind of villager
and it took me 4 stacks of eggs and still haven't sold it ?!?
Cool Alias i can't seem to sell the 3rd mask, Mask of scents i have tried every kind of villager
and it took me 4 stacks of eggs and still haven't sold it ?!?
Its all based on luck man but one bug I spoted is that you don't need to sell the mask the salesman give to you to continue the trading sequence if you trade any other mask it will understand it traded the one he gave to you.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/7/2012
Posts:
47
Minecraft:
TheJadeDragon
Xbox:
WiiU SageOfTime
Member Details
I have a suggestion for some more inventory slots, so I edited the texture as an example.
Far left: Masks. They usually only cover the face, so it makes sense to wear one with a hat.
Near left: Shields. A button could use it to block, so you could dual wield without needing BG2. (Edit: Would this be able to make it so that you can't use one with Biggoron's Sword? Makes sense.)
Near right: Quiver. It could be a new item that works like this one mod (I think it was called Better Bows/More Bows) where it organizes different arrow types for easy toggling.
Far right: Gauntlets. Mainly for aesthetics (I think that's how you spell it ) but I guess it could activate the barrier-smashing with the Megaton Hammer.
What do you think?
P.S. While I'm ranting, I also thought of Gossip Stones to go with the Mask of Truth. Maybe with creative-mode text editing?
I was thinking that in addition to the hookshots you should add the clawshot which would let you be able to grapple onto vines and iron bars and maybe have the upgraded version be the clawshots or double clawshots. The range would be like 12 blocks for them and you would possibly be able to hang from the vines/iron bars and if you had a second clawshots/double clawshots you could then fire it again onto another iron bar or vine. Just a thought hope you consider it!
The Meaning of Life, the Universe, and Everything.
Join Date:
3/10/2014
Posts:
54
Member Details
@coolAlias: While I think your mod has a long way to go, It has a great deal of potential. I decided to make this as a sort of test for something I want to do with Better Dungeons, and I thought it would be worth posting here to encourage you to keep going. It should be obvious what it is. : D
Also a few tiny suggestions. Make pegs act more like fences and block the player from simply jumping over them. Give the Player a Navi key that gives text prompts of what they should be doing. (No Hey Listen! though, please. xD) Make a Lense of Truth that will make all blocks except for secret stone semi or completely transparent so that secret rooms get easier to find over time. It could have durability that gets reduced each time it's used. Finally, a Gale Boomerang crafted by throwing the Magic Boomerang, n number of emeralds, and the deku leaf into a fairy fountain.
Has anyone gotten any crashes with the server??? Am I the only one who keeps getting errors when I try to attack an entity on a server?
I can confirm that. Sorry, it's one of those random client-only Minecraft methods causing it. The fix is ready to go and will be included in the next version.
Its all based on luck man but one bug I spoted is that you don't need to sell the mask the salesman give to you to continue the trading sequence if you trade any other mask it will understand it traded the one he gave to you.
Any mask you sell will indeed progress the quest; I figure if you aren't cheating there's no way you could get any of the other masks to sell anyways, unless maybe you are online but then the person who gave you the mask would be screwed.
i lose all my skills when i die, can this be turned off in the config or am i screwed?
What version are you using? I'm pretty sure I tested this thoroughly before, and you are the first to report it happening. You shouldn't lose any skills or hearts when you die.
@coolAlias: While I think your mod has a long way to go, It has a great deal of potential.
That's kind of insulting. "A long way to go", for what? I never set out to make a mod that is a perfect replication of the Zelda games, but one that provides the tools for any map-maker to do so if they so choose and at the same time provide an entertaining experience all on its own. I think I have accomplished those aims pretty well.
I can't access your GITHub for some reason. Did you get rid of it, or is it just a glitch for me?
The repository got deleted when I was trying to add a 1.7.2 branch (github!!! >.<); it's still up, but the name has changed and I didn't fix the link yet, sorry.
Anyway, here's that update I promised before I went on vacation, mostly just some minor tweaks and fixes for various bugs. If you haven't already, you should download the latest Battlegear2 version, 1.0.5.3, for either 1.6.4 or 1.7.2 (or both!).
Change Log
1.7.2 Change Log
Please check the 1.6.4 change log for further additions, changes, and bug fixes.
Fixed Bugs:
- Broken Swords giving generic version only and crashing when added to a merchant inventory
1.6.4 Change Log
Added:
+ Added API markers (for anyone who happens to be using the Zelda API in their mod)
+ Config option to disallow hookshots from destroying blocks
+ Config option to disallow deak leaf from destroying leaves
+ Config option to disable Boss Dungeon generation
+ Spooky Mask now prevents some mobs from attacking
Changed:
- Deku Shield can be repaired in the anvil with any type of wooden plank
- Deku Shield can catch arrows even when not being dual-wielded (still requires Battlegear2)
- Improved Mirror Shield deflection angles - now more responsive to player's look direction
- Refined smashing mechanics
- Glass, ice and other breakable blocks can be smashed in Adventure Mode (can be broken normally anyway)
- Hammers have increased strength vs. breakable blocks, so wooden hammers can break glass
- Breakable blocks no longer play the smash sound, just their own break sound
- Improved IHookable API includes greater flexibility in all methods plus a method to determine breakability
- Clarified secret room config documentation: it CAN be set to zero per chunk, even though it said [1-20]
Fixed Bugs:
- Crash on server derp with shields using client method for item in use
- Magic Mirror generating Nether Portals when teleporting back to the overworld
- Fixed non-opaque blocks such as glass not being smashable
- Pegs not affected by hammers in Adventure Mode
- Hookshots could be used to destroy certain blocks even in Adventure Mode
Battlegear2 Updated!
- Should now be able to safely use the regular Battlegear 1.6.4 download with ZSS
- Arrow catching is fixed, so Deku Shield will collect arrows shot at you with BG2 installed
- ShieldBlockEvent added, so Mirror Shield can reflect projectiles even when dual-wielding
I can confirm that. Sorry, it's one of those random client-only Minecraft methods causing it. The fix is ready to go and will be included in the next version.
Any mask you sell will indeed progress the quest; I figure if you aren't cheating there's no way you could get any of the other masks to sell anyways, unless maybe you are online but then the person who gave you the mask would be screwed.
What version are you using? I'm pretty sure I tested this thoroughly before, and you are the first to report it happening. You shouldn't lose any skills or hearts when you die.
That's kind of insulting. "A long way to go", for what? I never set out to make a mod that is a perfect replication of the Zelda games, but one that provides the tools for any map-maker to do so if they so choose and at the same time provide an entertaining experience all on its own. I think I have accomplished those aims pretty well.
The repository got deleted when I was trying to add a 1.7.2 branch (github!!! >.<); it's still up, but the name has changed and I didn't fix the link yet, sorry.
I wasn't trying to be insulting, or even unkind. I apologize if you took that to mean something negative. Seeing as how all of my suggestions focused on this mod being survival oriented... please allow me to revise them to be more in line with what your stated goal is.
First - Could you change secret stone to act more like the drawbridge from Tinker's Construct. (It's in Mechworks. I forgot he moved it to that fork.) by that I mean you can assign a block for it to look like. This would expand it's usability.
Second- Can you change the way your dungeons spawn so that the user can customize their make up through a schematic or similar process. (Better Dungeons and Ruins both allow this)
Third- Make processes like the fairy pool trading, villager trading, and other unique methods of obtaining items more configurable through the config files.
*Pegs blocking the player from jumping over them would still be a really nice tweak, and I think you should test it out as it makes it more versatile.
** The "Lense of Truth" effect can be obtained in vanilla minecraft using a fence, a redstone block, and some clever placement. I just figured you could make something similar that worked more like a map that you can look through.
I actually have complaints about the battle controls and mechanics, but I only played with the bow mechanics well enough to know how to use the targeting. I'll post back on that separately if you want... Though in saying that... Why do you have the exploration, dungeons, or sword mechanics if you thought this was a map making mod?
I wasn't trying to be insulting, or even unkind. I apologize if you took that to mean something negative. Seeing as how all of my suggestions focused on this mod being survival oriented... please allow me to revise them to be more in line with what your stated goal is. A lot of the mod is survival oriented, it was your statement that it has a long way to go that I find insulting, as it is already pretty close to complete in my opinion. I provide lots of extra exploration, tons of items, a sense of progression, all within the vanilla randomly generated worlds. Could it be better? Sure. Could it have every feature that you could ever possibly want in exactly the way you want it? Probably not. I'm just one guy doing what I can, yet you compare certain features that I added as extra bits of fun with mods whose sole purpose is adding those features (e.g. Better Dungeons). One or more modders spent a lot of time just working on creating those dungeons and dungeon capabilities - I'm certainly not going to attempt to recreate that.
First - Could you change secret stone to act more like the drawbridge from Tinker's Construct. (It's in Mechworks. I forgot he moved it to that fork.) by that I mean you can assign a block for it to look like. This would expand it's usability. It would be easier for me if you just explained what you meant rather than pointing to some mod or other as an example, for the simple fact that I have never used any of those mods. Anyway, yes, I could, and probably will at some point in the future, but it's not high on my list of priorities.
Second- Can you change the way your dungeons spawn so that the user can customize their make up through a schematic or similar process. (Better Dungeons and Ruins both allow this) No. See above and below for my explanations.
Third- Make processes like the fairy pool trading, villager trading, and other unique methods of obtaining items more configurable through the config files. Many of them are already pretty configurable. If you want more options for the prices, then yes, I can add that; if you want options for which items can be traded for what, no, I will probably not add that. Really, if you've ever played a Zelda game, you get what you get, and while it would be neat to have tons of options for everything, not only does it not fit in with the original game mechanics, it's a lot of extra work for very little gain.
*Pegs blocking the player from jumping over them would still be a really nice tweak, and I think you should test it out as it makes it more versatile. Not a bad idea.
** The "Lense of Truth" effect can be obtained in vanilla minecraft using a fence, a redstone block, and some clever placement. I just figured you could make something similar that worked more like a map that you can look through. This has been on my list of things to do eventually, in some form or another, but just because something is easy to do with a vanilla bug does not mean it's easy to do properly. That and I have tons of other stuff I have been working on. Btw, it's "lens".
I actually have complaints about the battle controls and mechanics, but I only played with the bow mechanics well enough to know how to use the targeting. I'll post back on that separately if you want... If you've only used the targeting with a bow, then how can you possibly have complaints about the "battle controls and mechanics?" You haven't even used them yet.
Though in saying that... Why do you have the exploration, dungeons, or sword mechanics if you thought this was a map making mod? This is not just a map-making mod, but it's not a mod that sets out to recreate an entire Zelda game in Minecraft, either. Yes, I have dungeons; will they ever be amazing like the ones found in Zelda games? No. Why not? Because that's a heck of a lot easier to do by making a map than by coding it in, and structure generation code is not a walk in the park. If you've ever worked with world / structure generation code you will know what I mean. You're welcome to contribute the code to the public github repository, as is anyone else.
Could I use schematics? Yes, I could, but not only do I dislike working with schematics, it would also add a lot of complexity to the generation code trying to place them in a logical manner rather than just plopping them down any old place, and furthermore having complex dungeons generating across the land just doesn't feel right to me at this point in time. I really like how there are just simple dungeons here and there that you might not even notice if you're not looking for them - it makes the mod mesh very well with vanilla Minecraft, in my opinion, while still adding a fun and interesting addition.
Anyway, it's not that your ideas are inherently bad, but more that you seem to have no empathy / understanding of what some of these things take to implement. Just because this or that mod has done it does not mean that it is easy to add, nor is that a compelling argument for adding a certain feature. I have absolutely no intentions of tackling the whole dungeon thing any further for reasons I've stated multiple times: custom maps can provide much more compelling, well-thought-out and well-implemented dungeons than any pseudo-random set of algorithms ever could, which is why every single game with interesting dungeons has mostly if not entirely used pre-designed dungeons. Sure you can get some fairly interesting dungeons with random generation code, if you're a freaking genius with algorithms and code (which I'm most assuredly not), but they will still be lacking in comparison.
Furthermore, writing any kind of gen code is just plain difficult, requiring dozens and dozens of hours tweaking one or two variables by some minute amount, constantly re-generating new worlds to see if you got it right, etc., and I frankly have neither the time nor the patience for that. I'm sorry if I sound negative, but I've spent over 1000 hours already working on this mod, and the thought of spending that amount again is not enticing, nor is constantly hearing how this or that is "not good enough" or "not like this other mod". It would be nice if people could at least show a little consideration and write suggestions in a manner that seems more like suggestions and less like a list of imperative demands.
Hey, Can u add the Mob ReDead? Ive Already sent u the model some time ago, and also u can make some type of "Graveyard"? Like, a Dungeon that can Spawn in random Biomes and that spawns redead in it?
Only just noticed this updated. I'm very glad to see that the bug with pegs has been fixed, and I'm extremely greatful that you added an option to disable hookshot breaking blocks and deku leaf breaking leafs. You mentioned a hookable block when you first replied to me: is that still on the back burner for now? Yes, that's still on the list, but not yet being worked on.
The only bug I've noticed so far is that glass and ice will sometimes crash the game when broken. This applies both to creative mode, and when using a hammer in adventure. With ice it seems to be rather random, but with glass blocks it seems to be every other glass block placed. Haven't tested with panes or coloured glass yet. Crash log or it didn't happen
EDIT: More of a personal thing, but ceramic jar drops seem very in favour of dropping red potions. A little while of running around smashing them gave me quite a few. I had cranked up the chance of jars dropping things in the config, so I could get an idea of what I'd get from them, but if the drops I got are still representative of what they'd be at lower chances, then red potions seem very common. This seems a little odd, seeing as red potions are actually quite rare within the Zelda games, and in the mod they heal a whole ten hearts, much more than the far harder to obtain Instant Health (and Instant Health II) potions. Actually, emeralds should be the most common drop by far, dropping from one out of every three jars whereas red potions should be in one out of every ten or so, but due to the random nature, it is possible to get what appears to be a disproportionate amount in favor of one drop or another. You can use Father Toast's custom chest loot mod to alter the jar drops if they are not to your liking.
Um, where exactly do you find small keys, I just can't seem to find them
Small keys can be found in any secret room, and shouldn't be that rare unless you have changed some of the configuration options (for example, making locked chests very common without also increasing the frequency of small keys).
Getting a crash on start up when using this mod, i am new to 1.6.4 so i am clueless about this report:
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: zeldaswordskills/item/ItemZeldaShield
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.NoClassDefFoundError: zeldaswordskills/item/ItemZeldaShield
at zeldaswordskills.item.ZSSItems.loadItems(ZSSItems.java:460)
at zeldaswordskills.item.ZSSItems.load(ZSSItems.java:254)
at zeldaswordskills.ZSSMain.preInit(ZSSMain.java:80)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
... 10 more
Caused by: java.lang.ClassNotFoundException: zeldaswordskills.item.ItemZeldaShield
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 39 more
I'm thinking using the custom chest loot, yeah. Maybe use minetweaker to make bombs craftable. And um, I neglected to mention, I'm using 1.6.4. Will the update be for that version? Anyways, thanks a lot! And no, my name isn't, actually. Sorry!
Can you add the Triforce and the three Triforce Pieces (Wisdom, Power, Courage) and they can make you stronger, etc.
// Daisy, daisy...
Time: 3/16/14 3:16 PM
Description: Ticking entity
java.lang.NoSuchMethodError: net.minecraft.entity.player.EntityPlayer.func_71011_bu()Lnet/minecraft/item/ItemStack;
at zeldaswordskills.handler.ZSSCombatEvents.onPreHurt(ZSSCombatEvents.java:314)
at net.minecraftforge.event.ASMEventHandler_85_ZSSCombatEvents_onPreHurt_LivingHurtEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:348)
at net.minecraft.entity.player.EntityPlayer.func_70665_d(EntityPlayer.java:1186)
at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:885)
at net.minecraft.entity.player.EntityPlayer.func_70097_a(EntityPlayer.java:1129)
at net.minecraft.entity.player.EntityPlayerMP.func_70097_a(EntityPlayerMP.java:466)
at net.minecraft.entity.monster.EntityMob.func_70652_k(SourceFile:71)
at net.minecraft.entity.monster.EntityZombie.func_70652_k(EntityZombie.java:288)
at net.minecraft.entity.ai.EntityAIAttackOnCollide.func_75246_d(EntityAIAttackOnCollide.java:154)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:100)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:613)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1993)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:441)
at net.minecraft.entity.monster.EntityMob.func_70636_d(SourceFile:24)
at net.minecraft.entity.monster.EntityZombie.func_70636_d(EntityZombie.java:192)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:29)
at net.minecraft.entity.monster.EntityZombie.func_70071_h_(EntityZombie.java:283)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at zeldaswordskills.handler.ZSSCombatEvents.onPreHurt(ZSSCombatEvents.java:314)
at net.minecraftforge.event.ASMEventHandler_85_ZSSCombatEvents_onPreHurt_LivingHurtEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:348)
at net.minecraft.entity.player.EntityPlayer.func_70665_d(EntityPlayer.java:1186)
at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:885)
at net.minecraft.entity.player.EntityPlayer.func_70097_a(EntityPlayer.java:1129)
at net.minecraft.entity.player.EntityPlayerMP.func_70097_a(EntityPlayerMP.java:466)
at net.minecraft.entity.monster.EntityMob.func_70652_k(SourceFile:71)
at net.minecraft.entity.monster.EntityZombie.func_70652_k(EntityZombie.java:288)
at net.minecraft.entity.ai.EntityAIAttackOnCollide.func_75246_d(EntityAIAttackOnCollide.java:154)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:100)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:613)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1993)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:441)
at net.minecraft.entity.monster.EntityMob.func_70636_d(SourceFile:24)
at net.minecraft.entity.monster.EntityZombie.func_70636_d(EntityZombie.java:192)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:29)
at net.minecraft.entity.monster.EntityZombie.func_70071_h_(EntityZombie.java:283)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
-- Entity being ticked --
Details:
Entity Type: Zombie (net.minecraft.entity.monster.EntityZombie)
Entity ID: 44
Entity Name: Zombie
Entity's Exact location: 53.68, 67.00, -231.83
Entity's Block location: World: (53,67,-232), Chunk: (at 5,4,8 in 3,-15; contains blocks 48,0,-240 to 63,255,-225), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Entity's Momentum: 0.05, -0.08, -0.04
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
-- Affected level --
Details:
Level name: world
All players: 2 total; [EntityPlayerMP['YummyTomatoesYay'/202, l='world', x=54.92, y=67.00, z=-232.30], EntityPlayerMP['StormShadow7199'/338, l='world', x=471.83, y=72.72, z=-474.33]]
Chunk stats: ServerChunkCache: 1168 Drop: 0
Level seed: 2346499661004416564
Level generator: ID 09 - ATG, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (166,67,-257), Chunk: (at 6,4,15 in 10,-17; contains blocks 160,0,-272 to 175,255,-257), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Level time: 9093688 game time, 62028 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 56446 (now: false), thunder time: 98719 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 488857688 bytes (466 MB) / 818413568 bytes (780 MB) up to 1401946112 bytes (1337 MB)
JVM Flags: 0 total;
AABB Pool Size: 6244 (349664 bytes; 0 MB) allocated, 414 (23184 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 47398, allocated: 0, tallocated: 4096
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 51 mods loaded, 51 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-universal-1.6.4-9.11.1.965-v164-pregradle.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-universal-1.6.4-9.11.1.965-v164-pregradle.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BabyAnimalsModelSwapper{1.6.4} [BabyAnimalsModelSwapper] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
battlegear2{1.0.4.8} [Mine & Blade Battlegear 2 - Bullseye] (1.6.4-MB_Battlegear2-Bullseye-1.0.4.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SC0_SpaceCore{0.6.2} [SpaceCore] ([1.6.4] SpaceCore 0.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SC0_Wings{1.2.4} [Survival Wings] ([1.6.4] Survival Wings 1.2.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TreeCapitator{Forge 1.6.4.r09} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r09.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cfm{3.2.8} [§4MrCrayfish's Furniture Mod] ([Forge]FurnitureModv3.2.8(1.6.4).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ATG{0.9.4} [Alternate Terrain Generation] (ATG-1.6.4-0.9.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Autoutils{1.0.1} [Autoutils] (autoutils-1.6.4-1.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AncientWarfare{1.1.043-beta-MC164} [Ancient Warfare] (AW-1.1.043-beta-MC164.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{1.26.29} [Backpack] (backpack-1.26.29-1.6.x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft{1.5.5} [BiblioCraft] (BiblioCraft[v1.5.5].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SKC-Core{1.0.1.0} [SKC Core] (SKC Core 1.0.1.0 - MC 1.6.4 - Forge (9.11.0.880).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SKC-CraftableHorseArmor{1.0.3.0} [Craftable Horse Armor] (CraftableHorseArmor 1.0.3.0 - MC 1.6.4 - Forge (9.10.0.880)(2).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CraftHeraldry{1.0.3} [CraftHeraldry] (CraftHeraldry 1.0.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
customnpcs{1.6.4} [CustomNpcs] (CustomNPCs_1.6.2-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DragonMounts{r36} [Dragon Mounts] (dragonmount_r36_mc1.6.x.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExpChest{3.1.40.--} [Exp Chest] (Exp Chest v3.1.40.--.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil{2.4.0} [iChunUtil] (util^iChunUtil2.4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GraviGun{2.0.0} [GraviGun] (files^GravityGun2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Torched{2.0.0} [Torched] (files^Torched2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GraveStoneMod{1.6.2 v5.2} [GraveStone] (GraveStones Mod 1.6.4 v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Growthcraft{2.0.4} [Growthcraft] (growthcraft-core-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Growthcraft|Cellar{2.0.5} [Growthcraft Cellar] (growthcraft-cellar-1.6.4-2.0.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Growthcraft|Apples{2.0.4} [Growthcraft Apples] (growthcraft-apples-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Growthcraft|Bamboo{2.0.4} [Growthcraft Bamboo] (growthcraft-bamboo-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Growthcraft|Bees{2.0.4} [Growthcraft Bees] (growthcraft-bees-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Growthcraft|Fishtrap{2.0.4} [Growthcraft Fishtrap] (growthcraft-fishtrap-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Growthcraft|Grapes{2.0.4} [Growthcraft Grapes] (growthcraft-grapes-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Growthcraft|Hops{2.0.4} [Growthcraft Hops] (growthcraft-hops-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Growthcraft|Rice{2.0.4} [Growthcraft Rice] (growthcraft-rice-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Hats{2.1.1} [Hats] (Hats2.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lance{2.3.0.164} [Lances Mod] (Lance Mod[2.3.0.164].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
minegicka{1.4.3} [Minegicka 2] (Minegicka II 1.4.3 for MC1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_MinePainter{0.1.7f1} [MinePainter] (minepainter-0.1.7f1-mc1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura{2.1.14} [Natura] (Natura_mc1.6.X_2.1.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ObsidianBoat{v1.2} [Obsidian Boat] (Obsidian_Boat_V1.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
modocarina{3.4.4} [The Ocarina Mod] (Ocarina_Mod_3.4.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
pixelmon{3.0.2} [Pixelmon] (Pixelmon 3.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PortalGun{2.0.2} [PortalGun] (PortalGun2.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
secretroomsmod{4.6.2} [The SecretRoomsMod] (SecretRoomsMod-universal-1.6.4-4.6.2.323.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Statues{2.1.1} [Statues] (statues-1.6.4-2.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Thaumcraft{4.1.0} [Thaumcraft] (Thaumcraft4.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicTinkerer{2.3-91} [Thaumic Tinkerer] (ThaumicTinkerer-2.3-95.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ToolBelt{1.6.4} [ToolBelts] (ToolBelts 1.6.4 v3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
tradeboothmod{0.6.4.2} [Trade Booth Mod] (tradebooth.0.6.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
zeldaswordskills{1.6.4-0.6.2} [Zelda Sword Skills] (zeldaswordskills-1.6.4-0.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 7383 (413448 bytes; 0 MB) allocated, 1000 (56000 bytes; 0 MB) used
Player Count: 2 / 20; [EntityPlayerMP['YummyTomatoesYay'/202, l='world', x=54.92, y=67.00, z=-232.30], EntityPlayerMP['StormShadow7199'/338, l='world', x=471.83, y=72.72, z=-474.33]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
and it took me 4 stacks of eggs and still haven't sold it ?!?
Far left: Masks. They usually only cover the face, so it makes sense to wear one with a hat.
Near left: Shields. A button could use it to block, so you could dual wield without needing BG2. (Edit: Would this be able to make it so that you can't use one with Biggoron's Sword? Makes sense.)
Near right: Quiver. It could be a new item that works like this one mod (I think it was called Better Bows/More Bows) where it organizes different arrow types for easy toggling.
Far right: Gauntlets. Mainly for aesthetics (I think that's how you spell it ) but I guess it could activate the barrier-smashing with the Megaton Hammer.
What do you think?
P.S. While I'm ranting, I also thought of Gossip Stones to go with the Mask of Truth. Maybe with creative-mode text editing?
Also a few tiny suggestions. Make pegs act more like fences and block the player from simply jumping over them. Give the Player a Navi key that gives text prompts of what they should be doing. (No Hey Listen! though, please. xD) Make a Lense of Truth that will make all blocks except for secret stone semi or completely transparent so that secret rooms get easier to find over time. It could have durability that gets reduced each time it's used. Finally, a Gale Boomerang crafted by throwing the Magic Boomerang, n number of emeralds, and the deku leaf into a fairy fountain.
I can confirm that. Sorry, it's one of those random client-only Minecraft methods causing it. The fix is ready to go and will be included in the next version.
Any mask you sell will indeed progress the quest; I figure if you aren't cheating there's no way you could get any of the other masks to sell anyways, unless maybe you are online but then the person who gave you the mask would be screwed.
What version are you using? I'm pretty sure I tested this thoroughly before, and you are the first to report it happening. You shouldn't lose any skills or hearts when you die.
That's kind of insulting. "A long way to go", for what? I never set out to make a mod that is a perfect replication of the Zelda games, but one that provides the tools for any map-maker to do so if they so choose and at the same time provide an entertaining experience all on its own. I think I have accomplished those aims pretty well.
The repository got deleted when I was trying to add a 1.7.2 branch (github!!! >.<); it's still up, but the name has changed and I didn't fix the link yet, sorry.
Anyway, here's that update I promised before I went on vacation, mostly just some minor tweaks and fixes for various bugs. If you haven't already, you should download the latest Battlegear2 version, 1.0.5.3, for either 1.6.4 or 1.7.2 (or both!).
Change Log
1.7.2 Change Log
Please check the 1.6.4 change log for further additions, changes, and bug fixes.
Fixed Bugs:
- Broken Swords giving generic version only and crashing when added to a merchant inventory
1.6.4 Change Log
Added:
+ Added API markers (for anyone who happens to be using the Zelda API in their mod)
+ Config option to disallow hookshots from destroying blocks
+ Config option to disallow deak leaf from destroying leaves
+ Config option to disable Boss Dungeon generation
+ Spooky Mask now prevents some mobs from attacking
Changed:
- Deku Shield can be repaired in the anvil with any type of wooden plank
- Deku Shield can catch arrows even when not being dual-wielded (still requires Battlegear2)
- Improved Mirror Shield deflection angles - now more responsive to player's look direction
- Refined smashing mechanics
- Glass, ice and other breakable blocks can be smashed in Adventure Mode (can be broken normally anyway)
- Hammers have increased strength vs. breakable blocks, so wooden hammers can break glass
- Breakable blocks no longer play the smash sound, just their own break sound
- Improved IHookable API includes greater flexibility in all methods plus a method to determine breakability
- Clarified secret room config documentation: it CAN be set to zero per chunk, even though it said [1-20]
Fixed Bugs:
- Crash on server derp with shields using client method for item in use
- Magic Mirror generating Nether Portals when teleporting back to the overworld
- Fixed non-opaque blocks such as glass not being smashable
- Pegs not affected by hammers in Adventure Mode
- Hookshots could be used to destroy certain blocks even in Adventure Mode
Battlegear2 Updated!
- Should now be able to safely use the regular Battlegear 1.6.4 download with ZSS
- Arrow catching is fixed, so Deku Shield will collect arrows shot at you with BG2 installed
- ShieldBlockEvent added, so Mirror Shield can reflect projectiles even when dual-wielding
First - Could you change secret stone to act more like the drawbridge from Tinker's Construct. (It's in Mechworks. I forgot he moved it to that fork.) by that I mean you can assign a block for it to look like. This would expand it's usability.
Second- Can you change the way your dungeons spawn so that the user can customize their make up through a schematic or similar process. (Better Dungeons and Ruins both allow this)
Third- Make processes like the fairy pool trading, villager trading, and other unique methods of obtaining items more configurable through the config files.
*Pegs blocking the player from jumping over them would still be a really nice tweak, and I think you should test it out as it makes it more versatile.
** The "Lense of Truth" effect can be obtained in vanilla minecraft using a fence, a redstone block, and some clever placement. I just figured you could make something similar that worked more like a map that you can look through.
I actually have complaints about the battle controls and mechanics, but I only played with the bow mechanics well enough to know how to use the targeting. I'll post back on that separately if you want... Though in saying that... Why do you have the exploration, dungeons, or sword mechanics if you thought this was a map making mod?
Anyway, it's not that your ideas are inherently bad, but more that you seem to have no empathy / understanding of what some of these things take to implement. Just because this or that mod has done it does not mean that it is easy to add, nor is that a compelling argument for adding a certain feature. I have absolutely no intentions of tackling the whole dungeon thing any further for reasons I've stated multiple times: custom maps can provide much more compelling, well-thought-out and well-implemented dungeons than any pseudo-random set of algorithms ever could, which is why every single game with interesting dungeons has mostly if not entirely used pre-designed dungeons. Sure you can get some fairly interesting dungeons with random generation code, if you're a freaking genius with algorithms and code (which I'm most assuredly not), but they will still be lacking in comparison.
Furthermore, writing any kind of gen code is just plain difficult, requiring dozens and dozens of hours tweaking one or two variables by some minute amount, constantly re-generating new worlds to see if you got it right, etc., and I frankly have neither the time nor the patience for that. I'm sorry if I sound negative, but I've spent over 1000 hours already working on this mod, and the thought of spending that amount again is not enticing, nor is constantly hearing how this or that is "not good enough" or "not like this other mod". It would be nice if people could at least show a little consideration and write suggestions in a manner that seems more like suggestions and less like a list of imperative demands.
Small keys can be found in any secret room, and shouldn't be that rare unless you have changed some of the configuration options (for example, making locked chests very common without also increasing the frequency of small keys).
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: zeldaswordskills/item/ItemZeldaShield
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.NoClassDefFoundError: zeldaswordskills/item/ItemZeldaShield
at zeldaswordskills.item.ZSSItems.loadItems(ZSSItems.java:460)
at zeldaswordskills.item.ZSSItems.load(ZSSItems.java:254)
at zeldaswordskills.ZSSMain.preInit(ZSSMain.java:80)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
... 10 more
Caused by: java.lang.ClassNotFoundException: zeldaswordskills.item.ItemZeldaShield
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 39 more
Any help would be really appreciated.