You can test for player right clicking, I suggest you check video on it. Testing for the direction a player is looking (I personally prefer averaging it out by 5s, i.e. 60, 65, 90) is simple, and you can find MCedit filters for it if you're not too lazy. I'd also recommend a simple summon no velocity fireball for one of your classes. This lets them punch it in whatever direction they want it to go quite easily and doesn't exactly require any work.
I don't think you would really need all 360 degrees for each axis, you would only need one for the x rotation and y rotation, because z rotation can be included with x. But regardless, that would be a lot of command blocks. Which is why doing abilities that are not aimed would be better. Such as a sneak ability where you become invisible if you sneak, or a charge ability where you get a speed boost, or even a lightning spell where it would summon lightning at the players/entities around you in a certain radius. Or another thing that would be cool, a bomb ability/item where you could place it on the ground and after a set time, it explodes.
if you ever make DAIII i think you should add a Necromancer/Shaman class that summons spirits to fight (it may seem out of place but it is possible)
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Nate, first of all, I ask you do you have a better way to set classes for maps, now I'm using the scoreboard class dummy but I heard some people use a detector to detect a certain item in the player's inventory to determine his/her class and the game difficulty, if you know how to do it, pls teach me.
Secondly, for classes, you can make a class tree, in such way, you can start with minimal classes but let the players choose their classes. In dungeon Arena 2 you made a level up system, I'm sure you can further it, example: Warrior-Berserker(Attack Path) or Paladin(Defence Class) etc.
Thirdly, You should make the items unbreakeble because it will balence things out even more because if Chain armor that has full durability (Archer) VS Leather Armor that has 1 durability left... u get the point, also, it will enhance gameplay as your weapons wont break during an important battle aka Crypt Crawler, I loss half my gold because all my weapons broke. Finally I suggest you to make a rank up system, along with or without the class path system which ever you prefer, example. Druid->Cultcist->Necromancer. Also, elements, you dont have to do it tho, its a little add-on that I love in maps example: Fire element-strength class/Water element-defense class/Wind element-Range class/Earth element-magic/support class/Lightning class-speed class. alright TQ, I hope for your feedback and am waiting for your next RPG map
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Setting classes can be done in many ways. The scoreboard method is easiest, especially if you are just a beginning map maker. Item detection isn't too difficult, but it still uses a scoreboard. It is just that is sets a score based on if a player matches partial NBT data or not.
I have thought a lot about adding more depth to classes, leveling up and such. But I find that simple is often better. But I still have a lot of exploring to do. So I probably will make a few maps with class path and ranks.
I agree. I already have a map planned that uses unbreakable items. Without durability as part of the balancing, it should be easier for me to balance, and more fun for the players to play.
Elements seem like they could be in a map of their own, or have 3 classes each one with 4 element choices. Keeping it simple is better in most cases.
Thanks for all the suggestions. It gave me a lot of great ideas. Have a great day!
I'd really like to make an RPG map with skills, level ups, spells, so on ... should be doable in 1.8 but proving very hard for me!
Good luck!
if you ever make DAIII i think you should add a Necromancer/Shaman class that summons spirits to fight (it may seem out of place but it is possible)
What do you mean? I have made a few maps since I made this thread. And I am currently making a few maps with classes too.
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird
Nate, first of all, I ask you do you have a better way to set classes for maps, now I'm using the scoreboard class dummy but I heard some people use a detector to detect a certain item in the player's inventory to determine his/her class and the game difficulty, if you know how to do it, pls teach me.
Secondly, for classes, you can make a class tree, in such way, you can start with minimal classes but let the players choose their classes. In dungeon Arena 2 you made a level up system, I'm sure you can further it, example: Warrior-Berserker(Attack Path) or Paladin(Defence Class) etc.
Thirdly, You should make the items unbreakeble because it will balence things out even more because if Chain armor that has full durability (Archer) VS Leather Armor that has 1 durability left... u get the point, also, it will enhance gameplay as your weapons wont break during an important battle aka Crypt Crawler, I loss half my gold because all my weapons broke. Finally I suggest you to make a rank up system, along with or without the class path system which ever you prefer, example. Druid->Cultcist->Necromancer. Also, elements, you dont have to do it tho, its a little add-on that I love in maps example: Fire element-strength class/Water element-defense class/Wind element-Range class/Earth element-magic/support class/Lightning class-speed class. alright TQ, I hope for your feedback and am waiting for your next RPG map
Setting classes can be done in many ways. The scoreboard method is easiest, especially if you are just a beginning map maker. Item detection isn't too difficult, but it still uses a scoreboard. It is just that is sets a score based on if a player matches partial NBT data or not.
I have thought a lot about adding more depth to classes, leveling up and such. But I find that simple is often better. But I still have a lot of exploring to do. So I probably will make a few maps with class path and ranks.
I agree. I already have a map planned that uses unbreakable items. Without durability as part of the balancing, it should be easier for me to balance, and more fun for the players to play.
Elements seem like they could be in a map of their own, or have 3 classes each one with 4 element choices. Keeping it simple is better in most cases.
Thanks for all the suggestions. It gave me a lot of great ideas. Have a great day!
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird