Let me know if you need advice on anything, since I have a similar system in my mod.
What do you mean by a similar system?
And regarding baubles API, if it is in your ring slots you cannot click to use the abilities, in which case why have an item when I can just add keybinds to the different powers. I guess the staff at least should be an item.
... the ring will fly to you eventually(you also get the lantern you use to charge it)
It was a question to him, define eventually. What sort of time-frame? Does it just do a random check every n ticks?
This is a question the OP can answer too, when do you want the rings to find players?
More questions for the OP:
Should there be a minimum level of the hidden bars for the ring to appear? Or just pick the top n players and give them the rings?
In order to gain the white, do you have to keep all your bars high? Or is having had each ring once enough?
Would you rather have keybinds for the powers or have an item on your hotbar as requested?
What happens if you have armour equipped and you get a ring if your inventory is full (i.e. cannot unequal it) should your armour turn into the light armour (and turn back if you lose the ring)?
What happens if your inventory is full when you get the ring?
It was a question to him, define eventually. What sort of time-frame? Does it just do a random check every n ticks?
This is a question the OP can answer too, when do you want the rings to find players?
More questions for the OP:
Should there be a minimum level of the hidden bars for the ring to appear? Or just pick the top n players and give them the rings?
In order to gain the white, do you have to keep all your bars high? Or is having had each ring once enough?
Would you rather have keybinds for the powers or have an item on your hotbar as requested?
What happens if you have armour equipped and you get a ring if your inventory is full (i.e. cannot unequal it) should your armour turn into the light armour (and turn back if you lose the ring)?
What happens if your inventory is full when you get the ring?
End of questions (for now)
This is the code for ring spawning in my mod, it isn't optimized for cleanliness or speed but I imagine the process would be similar. Although mine only supports 3 levels of emotions, not your guys' plan of a hidden bar, so it would have to be changed. Likely simple, just check if it's above a certain level to start the random chance, and increase the chance for each point the player has above that level, is how I would do it at least.
public void spawnRing(EntityPlayer player, Skill skill1, Skill skill2, Skill skill3, Item item){ //this is called in onLivingUpdate for each player, for each type of ring
AfgExtendedPlayer props = AfgExtendedPlayer.get(player);
if(props.hasSkillUnlocked(skill1) && !StaticHelpers.hasRing(player)){ //check if the player has the first level of an emotion
int chance = 6000;
if(props.hasSkillUnlocked(skill2)) chance -= 2000; //subtract chance by 2000 for each level of the emotion the player has
if(props.hasSkillUnlocked(skill3)) chance -= 2000;
int rand = player.worldObj.rand.nextInt(chance); //create a random integer based off the chance^^
if(rand == 1337){ //if the random integer is equal to 1337 (1/chance chance for this to happen)
EntityRing ring = null;
if(skill1 == SkillList.rage){ //check which skill is being checked and create the respective ring
ring = new EntityRedRing(player.worldObj);
}
if(skill1 == SkillList.fear){
ring = new EntityYellowRing(player.worldObj);
}
if(skill1 == SkillList.will){
ring = new EntityGreenRing(player.worldObj);
}
if(skill1 == SkillList.hope){
ring = new EntityBlueRing(player.worldObj);
}
if(skill1 == SkillList.love){
ring = new EntityVioletRing(player.worldObj);
}
ring.setLocationAndAngles(player.posX + player.worldObj.rand.nextInt(30), player.posY + player.worldObj.rand.nextInt(30), player.posZ + player.worldObj.rand.nextInt(30), 0, 0) ; //move the ring near the player somewhere (Rings automatically move to their target in the entity code)
player.worldObj.spawnEntityInWorld(ring); //actually spawns ring
}
}
}
Thanks, that was exactly what I wanted, just for an idea of your numbers.
So yours is effectively 1/300 chance per second, down to 1/100 at level 3.
So if I used the same numbers, it would effectively check every 2 mins (with a Minecraft day being approx 20 mins long) and if the player had a higher level than someone else with a ring, the ring would move
Thanks, that was exactly what I wanted, just for an idea of your numbers.
So yours is effectively 1/300 chance per second, down to 1/100 at level 3.
So if I used the same numbers, it would effectively check every 2 mins (with a Minecraft day being approx 20 mins long) and if the player had a higher level than someone else with a ring, the ring would move
Looking at the OP's profile it says they were last active on 8th April. And as I have no other way to contact them then I will take answers from other people, and unless Tallen121 reappears, that is how the mod will be made.
Okay I think I might be able to help you guys out. So since Tallen121 has clearly abandoned this project, it's up to us to do this. What we will do is first we should finish the textures for the rings, the armor, then the orange lantern creatures. These will be the easiest to do. Then, we should make the entities and the batteries. After that, we should put in the coding for everything. After that we put it all together, and we each get the beta of it. We figure out what's wrong, try to fix it as fast as we can, test it again and fix it if need be, but if there are any small glitches ignore them for the alpha stages. Then we should get it out there. We should make a youtube channel so we can get it out. Maybe we can talk to some youtubers and see if they can mod showcase it. Then once we get enough publicity, then we go into alpha stages. We add the mobs, the dimensions and fix as many bugs and glitches as possible. Then, we will get even better feedback from our audience, and we will know exactly what to fix, and not need hours and hours to pinpoint it. And then we add all of the rest of the things we should add, make a server for it, and everything will be good. This is how it should go in my head. If you think so, then lets work on it! As Tallen said "All Will Be Well"
As I have been saying, I already have some of the coding done, however I have been very busy recently so will probably get back onto it in a week or two, if you guys can provide textures that would be useful.
Hey, I just wanted to say how cool it is that this was made from one suggestion, one long one but still, I looked through the history of this mod and saw that it was made from an idea. Cool, keep up the good work guys!
Not really right now. I haven't forgotten about it, but I haven't touched Minecraft in a while, and although I still have the code I started, I will have to refresh my memory, and will probably come up with a few better ways to do things.
Let me know if you need advice on anything, since I have a similar system in my mod.
What do you mean by a similar system?
And regarding baubles API, if it is in your ring slots you cannot click to use the abilities, in which case why have an item when I can just add keybinds to the different powers. I guess the staff at least should be an item.
If I helped you, please click the green up arrow.
How do you handle when the ring chooses someone, out of curiosity?
If I helped you, please click the green up arrow.
It was a question to him, define eventually. What sort of time-frame? Does it just do a random check every n ticks?
This is a question the OP can answer too, when do you want the rings to find players?
More questions for the OP:
Should there be a minimum level of the hidden bars for the ring to appear? Or just pick the top n players and give them the rings?
In order to gain the white, do you have to keep all your bars high? Or is having had each ring once enough?
Would you rather have keybinds for the powers or have an item on your hotbar as requested?
What happens if you have armour equipped and you get a ring if your inventory is full (i.e. cannot unequal it) should your armour turn into the light armour (and turn back if you lose the ring)?
What happens if your inventory is full when you get the ring?
End of questions (for now)
If I helped you, please click the green up arrow.
This is the code for ring spawning in my mod, it isn't optimized for cleanliness or speed but I imagine the process would be similar. Although mine only supports 3 levels of emotions, not your guys' plan of a hidden bar, so it would have to be changed. Likely simple, just check if it's above a certain level to start the random chance, and increase the chance for each point the player has above that level, is how I would do it at least.
public void spawnRing(EntityPlayer player, Skill skill1, Skill skill2, Skill skill3, Item item){ //this is called in onLivingUpdate for each player, for each type of ring
AfgExtendedPlayer props = AfgExtendedPlayer.get(player);
if(props.hasSkillUnlocked(skill1) && !StaticHelpers.hasRing(player)){ //check if the player has the first level of an emotion
int chance = 6000;
if(props.hasSkillUnlocked(skill2)) chance -= 2000; //subtract chance by 2000 for each level of the emotion the player has
if(props.hasSkillUnlocked(skill3)) chance -= 2000;
int rand = player.worldObj.rand.nextInt(chance); //create a random integer based off the chance^^
if(rand == 1337){ //if the random integer is equal to 1337 (1/chance chance for this to happen)
EntityRing ring = null;
if(skill1 == SkillList.rage){ //check which skill is being checked and create the respective ring
ring = new EntityRedRing(player.worldObj);
}
if(skill1 == SkillList.fear){
ring = new EntityYellowRing(player.worldObj);
}
if(skill1 == SkillList.will){
ring = new EntityGreenRing(player.worldObj);
}
if(skill1 == SkillList.hope){
ring = new EntityBlueRing(player.worldObj);
}
if(skill1 == SkillList.love){
ring = new EntityVioletRing(player.worldObj);
}
ring.setLocationAndAngles(player.posX + player.worldObj.rand.nextInt(30), player.posY + player.worldObj.rand.nextInt(30), player.posZ + player.worldObj.rand.nextInt(30), 0, 0) ; //move the ring near the player somewhere (Rings automatically move to their target in the entity code)
player.worldObj.spawnEntityInWorld(ring); //actually spawns ring
}
}
}
Thanks, that was exactly what I wanted, just for an idea of your numbers.
So yours is effectively 1/300 chance per second, down to 1/100 at level 3.
So if I used the same numbers, it would effectively check every 2 mins (with a Minecraft day being approx 20 mins long) and if the player had a higher level than someone else with a ring, the ring would move
If I helped you, please click the green up arrow.
Yep, glad it was helpful
Looking at the OP's profile it says they were last active on 8th April. And as I have no other way to contact them then I will take answers from other people, and unless Tallen121 reappears, that is how the mod will be made.
If I helped you, please click the green up arrow.
Okay I think I might be able to help you guys out. So since Tallen121 has clearly abandoned this project, it's up to us to do this. What we will do is first we should finish the textures for the rings, the armor, then the orange lantern creatures. These will be the easiest to do. Then, we should make the entities and the batteries. After that, we should put in the coding for everything. After that we put it all together, and we each get the beta of it. We figure out what's wrong, try to fix it as fast as we can, test it again and fix it if need be, but if there are any small glitches ignore them for the alpha stages. Then we should get it out there. We should make a youtube channel so we can get it out. Maybe we can talk to some youtubers and see if they can mod showcase it. Then once we get enough publicity, then we go into alpha stages. We add the mobs, the dimensions and fix as many bugs and glitches as possible. Then, we will get even better feedback from our audience, and we will know exactly what to fix, and not need hours and hours to pinpoint it. And then we add all of the rest of the things we should add, make a server for it, and everything will be good. This is how it should go in my head. If you think so, then lets work on it! As Tallen said "All Will Be Well"
As I have been saying, I already have some of the coding done, however I have been very busy recently so will probably get back onto it in a week or two, if you guys can provide textures that would be useful.
If I helped you, please click the green up arrow.
Well time to go into my time machine and get this mod!
My apologies for the delay, but I am incredibly busy with real world commitments at the moment, so this is on the back burner.
If I helped you, please click the green up arrow.
Vaguely. It has been on hold recently, but I haven't given up.
If I helped you, please click the green up arrow.
Hey, I just wanted to say how cool it is that this was made from one suggestion, one long one but still, I looked through the history of this mod and saw that it was made from an idea. Cool, keep up the good work guys!
Not really right now. I haven't forgotten about it, but I haven't touched Minecraft in a while, and although I still have the code I started, I will have to refresh my memory, and will probably come up with a few better ways to do things.
If I helped you, please click the green up arrow.
I would love to help this in anyway I can... but I don't have the same talent as the rest of you... I'm not that good at anything really.
This mod would be AWESOME!
I have no experience in mod development... so I can't help with it.
how?
why stop making this mod?
how?