So here we are over two years later... Let me explain with what's been going on for anyone who saw this post when I created it... The end of April 2012 I started working on an RPG mod, The Precursor. I got a lot done, mainly with GUI and starting on actual content. In July 2012 my dad was having a pancreatic cancer scare, but it came clean. In October 2012 he was getting a stint replaced in his liver, and they found something abnormal. They tested him again for pancreatic cancer, and it came out positive. On December 28th, 2012, my dad passed away from Pancreatic Cancer.
From the day he was tested the first time, my modding days slowed down drastically. Then the second time he got tested, my times modding stopped completely. From the time my dad passed away, I completely stopped playing Minecraft. I then finished out my Senior year of high school, started my college schooling for Computer Science in Computer Programming. At the end of my freshman year of college, my mom and I decided to move half way across the country; From North Dakota, all the way to Maine, I just moved in. Now I want to start my new life by finishing the project I've always wanted to finish. The Precursor. I haven't played Minecraft in a very long time, and modding seems to be completely different from back in the day. I'll be using Minecraft Forge instead of ModLoader, so I'll have to relearn modding. Any and all help will be greatly appreciated. I'm incredibly sorry for anyone who wanted to play this mod, I'll do my best to get this finished ASAP
Thanks,Muserae
What is The Precursor?
The Precursor is an RPG mod based around skilling and unlocking. The goal of the mod is to give the community what they want by taking in and considering any suggestion that is given. Not only that, but most content will be given a vote to make sure it's what the community wants.
Player Stats
Player's Health. The Player will die once this meter runs out.
Player's Armor. This meter shows how much protection the Player has.
Player's Mana. The Player will be able to cast magic as long as they have mana.
Player's Stamina. This allows the Player to sprint as apposed to being based off of hunger.
Basic Elements
Harnessing the power of Water will allow the player to breathe underwater and swim at faster speeds.
Harnessing the power of Air will allow the player to double jump.
Harnessing the power of Earth will allow the player to run faster on land.
Harnessing the power of Fire will allow the player to swim in lava and be immune to fire damage.
Everything in Spoiler is out-dated and not guaranteed as of now
Features
This mod is designed to be an RPG mod for SMP. It includes simple interfaces, skills, abilities, and much more.
New Hud
-Picture Below-
Red bar - HP bar
Blue bar - Mana bar
White bar - Armor bar
Orange bar - Stamina bar
Blue circle bar - Combat exp bar
Teal bar - Enchantment exp bar
Number - Enchantment level
Light blue bar - Oxygen bar
New Sprint System
You can run for 30 seconds until your stamina runs out.
After 3 seconds your stamina starts to regen.
If your hunger is out, stamina regens a lot slower.
Some of the features include skills, elements, achievements, and more.
If you'd like to look at a specific feature, click one of the buttons below.
Elements
You can select one Element, will be able to change for a price.
Air
Allows you to double jump
Fire
Immune to fire and lava
Water
Allows you to breathe underwater
Earth
Allows you to run faster (Toggle Key defaulted as 'F')
Skills and Levels
I'll post how much exp is given for each later. They will probably be changed over time
Alchemy
Exp from creating potions
Archery
Exp from getting kills with a Bow and Arrow
Breeding
Exp from breeding animals
Combat
Exp from killing mobs with weapons or fist
Cooking
Exp from cooking food in a furnace
Farming
Exp from harvesting plants
Fishing
Exp from catching fish
Wooden Fishing Rod Sardine Clown fish Bluegill Bass Puffer fish Salmon Catfish Eel Octopus Iron Fishing Rod Anglerfish Carp King Salmon Giant Octopus Gold Fishing Rod Squid Red Snapper Tuna String Ray Diamond Fishing Rod Sturgeon Mako Shark Blue Marlin *SECRET*
The information on the elf was just added by me. We haven't discussed all the perks and what not yet, so that might change. There will be better mining and what not, but that will be a talent. Talents will have 1 race specific, and the rest can be used by all races.
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i think goblins should have a melee bonus but a ranged debuff
i think elfs should have ranged bonus but a melee debuff
and the dwarfs good at mining bad at combat
and the humans should be balanced
Alright, added a poll, please vote for which element image you like the best. They're all for air.
I've also added some more screenshots. Instead of just the Race select, there's not ones of the element select and the character stats.
This looks very interesting, I wish I could be of help - either way I wish you the best of luck! Personally I'd love to see a bigger list of available Races and/or Professions(Or Talents, or whatever you call them...) that's the kind of thing that really gets my attention, especially a big variety of professions!
As the mod gets developed, that will most likely be more races and what not. As of now, when it's only been a week old, it's going to stay with just a few races
Ya, I had finals Friday, Monday and today so I was studying and junk so I haven't done anything for awhile. Right now I'm working on a shop and the profession system.
Ya, I had finals Friday, Monday and today so I was studying and junk so I haven't done anything for awhile. Right now I'm working on a shop and the profession system.
i think goblins should have a melee bonus but a ranged debuff
i think elfs should have ranged bonus but a melee debuff
and the dwarfs good at mining bad at combat
and the humans should be balanced
Elves should keep their melee, and lose mining.
Dwarves shouldn't lose too much combat either.
great mod idea!
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Profession:
- Hunter - Strong against hostile mobs
- Outlaw/Barbarian - Strong against humans (Maybe for multiplayer or in-game characters)
- Trader - Better trades (Maybe can be used with the upcoming update or if you add in-game characters that can trade)
- Engineer - Resistance to TNT (Maybe they can make special items like a cannon or something)
- Knight/Guard - Extra defence
- Assassin - Chance to poison whoever they are attacking
Development has kind of been halted for now. Lot of stuff going on in life right now. I'll be doing more development as soon as the Mod API comes out, but I will also try and do more before that also.
Oh man, i'm coding for an RPG mod >.< Haha, this sounds great though, you are a lot farther developed than me
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Herobrine is a cultural item, just like any mythological creature. I am a firm believer of the Herobrine mythologies, and I listen to anyone's interpretations of his meanings. Yes he isn't real, Yes the mythology IS real, and yes many people believe his stories.
Guys, we need to talk. I'm sorry.
Features
This mod is designed to be an RPG mod for SMP. It includes simple interfaces, skills, abilities, and much more.
New Hud
-Picture Below-
Red bar - HP bar
Blue bar - Mana bar
White bar - Armor bar
Orange bar - Stamina bar
Blue circle bar - Combat exp bar
Teal bar - Enchantment exp bar
Number - Enchantment level
Light blue bar - Oxygen bar
New Sprint System
You can run for 30 seconds until your stamina runs out.
After 3 seconds your stamina starts to regen.
If your hunger is out, stamina regens a lot slower.
Some of the features include skills, elements, achievements, and more.
If you'd like to look at a specific feature, click one of the buttons below.
Elements
You can select one Element, will be able to change for a price.
Air
Allows you to double jump
Fire
Immune to fire and lava
Water
Allows you to breathe underwater
Earth
Allows you to run faster (Toggle Key defaulted as 'F')
Skills and Levels
I'll post how much exp is given for each later. They will probably be changed over time
Alchemy
Exp from creating potions
Archery
Exp from getting kills with a Bow and Arrow
Breeding
Exp from breeding animals
Combat
Exp from killing mobs with weapons or fist
Cooking
Exp from cooking food in a furnace
Farming
Exp from harvesting plants
Fishing
Exp from catching fish
Wooden Fishing Rod Sardine Clown fish Bluegill Bass Puffer fish Salmon Catfish Eel Octopus
Iron Fishing Rod Anglerfish Carp King Salmon Giant Octopus
Gold Fishing Rod Squid Red Snapper Tuna String Ray
Diamond Fishing Rod Sturgeon Mako Shark Blue Marlin *SECRET*
Gathering
Exp from gathering flowers, reeds, etc.
Mining
Exp from mining ores
Woodcutting
Exp from cutting down trees
Pictures (Out of Date)
New GUI Hud
http://www.minecraftforum.net/topic/1160301-13203project-mine-not-an-ore-mod-need-coders/
The information on the elf was just added by me. We haven't discussed all the perks and what not yet, so that might change. There will be better mining and what not, but that will be a talent. Talents will have 1 race specific, and the rest can be used by all races.
i think elfs should have ranged bonus but a melee debuff
and the dwarfs good at mining bad at combat
and the humans should be balanced
Thanks
I'm trying to get it to where it's playable by the next update
Yes. It's being coded in singleplayer right now. The beta tests will probably be in singleplayer, and once working fine, move it over to multiplayer.
~Muserae
Okay, awesome. good luck :D.
I've also added some more screenshots. Instead of just the Race select, there's not ones of the element select and the character stats.
~Muserae
Thanks!
As the mod gets developed, that will most likely be more races and what not. As of now, when it's only been a week old, it's going to stay with just a few races
Ya, I had finals Friday, Monday and today so I was studying and junk so I haven't done anything for awhile. Right now I'm working on a shop and the profession system.
Okay awesome.
2 looks like a twister/tornado/wind so it seems the closest.
3 looks like sound waves.
Elves should keep their melee, and lose mining.
Dwarves shouldn't lose too much combat either.
great mod idea!
Suggestions:
Race:
- Idk
Profession:
- Hunter - Strong against hostile mobs
- Outlaw/Barbarian - Strong against humans (Maybe for multiplayer or in-game characters)
- Trader - Better trades (Maybe can be used with the upcoming update or if you add in-game characters that can trade)
- Engineer - Resistance to TNT (Maybe they can make special items like a cannon or something)
- Knight/Guard - Extra defence
- Assassin - Chance to poison whoever they are attacking
Development has kind of been halted for now. Lot of stuff going on in life right now. I'll be doing more development as soon as the Mod API comes out, but I will also try and do more before that also.