1.5.1 Forge Items SMP SSP

LegendGear - Items and more, drawing inspiration from Zelda

  • #81
    Also, JazzyW1997, try installing the latest Java 7; I've seen that fix a problem with another mod not loading, and you appear to be running Java 6.
  • #82
    Well, the Crystal Switch appears in many games: SS, ST, PH, TP...
    It is usually hit with the boomerang to open doors in dungeons.
  • #83
    Can you add a config that edits the generation and the drop rates of magic shrubs? That would be much appreciated. This mod is awesome, I just like the ablility to balance the drops a bit as I think that hearts, emerald shards, and arrows drop a little too frequently.
  • #84
    Those config settings are in fact already in! Increasing the "ShrubRarity" setting will make them appear less often, and there are separate settings for heart, shard, and arrow drops from them. You might consider disabling "shrubsuperprizes" as well, though personally I think the increased risk during a storm (especially with charged creepers) merits the reward.
  • #85
    This mod is amazing. I would cry of joy if you added those things from OoT (dins fire, etc.)
  • #86
    Quote from NMcCoy

    || Armor - probably, of some sort, though I will be going for breadth rather than depth; that is, there will be armor items that serve niche purposes (such as boosting swim speed), rather than armor that's primarily scaled along the protection/durability axes. ||


    Possibly the first time I have thought or read about a 3-dimensional tier system.
    Awesome

    (laughs to self considering the calculus required to establish quality in a higher- multidimesional tier system.)
    Nerf's next great challenge is to make an automatic belt fed rocket launcher hand gun with a scope.
  • #87
    i love the magic boomerang item and when i was watching a mod review of this i went to the download link and it sent me here and i was surprised this was for 1.4.7 this is truly an amazing mod but i'll think about getting the mod. plz tell me what your going to add in the next update.



    click this plz
  • #88
    Quote from NMcCoy

    Also, JazzyW1997, try installing the latest Java 7; I've seen that fix a problem with another mod not loading, and you appear to be running Java 6.

    Thank you but no joy unfortunately
    -- Minecraft Crash Report ----
    // Oh - I know what I did wrong!

    Time: 2/5/13 5:24 PM
    Description: Failed to start game

    cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: nmccoy.legendgear.LegendGear
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
    at net.minecraft.client.Minecraft.a(Minecraft.java:410)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:744)
    at java.lang.Thread.run(Thread.java:680)
    Caused by: java.lang.ClassNotFoundException: nmccoy.legendgear.LegendGear
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Class.java:249)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:416)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
    ... 5 more
    Caused by: java.lang.NullPointerException
    at org.objectweb.asm.ClassReader.<init>(Unknown Source)
    at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
    ... 32 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.4.7
    Operating System: Mac OS X (x86_64) version 10.6.8
    Java Version: 1.6.0_39, Apple Inc.
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
    Memory: 494736664 bytes (471 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
    JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_B6 5 mods loaded, 5 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed
    mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed
    LegendGear [Legend Gear] (legendgear) Unloaded->Errored
    LWJGL: 2.4.2
    OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: faithful32pack
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
    Last edited by Jazzyw1997: 2/5/2013 11:35:28 AM
  • #89
    Quote from DragonMaster16

    To be honest, the new sword pedestal isn't that good. Golui made a much better one. I'd recommend that you make this mod more compatible with Golui's Sword Pedestal mod. If you want to check out his mod goto the following link:
    http://www.minecraft...d-pedestal-111/


    I disagree, these sword pedestals are far superior to the ones Golui made. We don't need to get a mod to a mod just to add nonvanilla swords to the pedestal, we dont need to manually rotate the pedestal in the gui, and the bounding boxes make sense. Golui has been promising adding a redstone powering effect to his pedestals since I found the mod, and here we have pedestals and redstone power when there is a sword in one update. I don't miss being able to make my swords float or slowly rotate or glow, I never really needed that anyway. The only thing I miss is being able to use the "add sword ids" mod to add nonswords to my pedestals; I loved having my enchanted crowbar dramatically jutting from its podium, silently awaiting its next wielder... Also, you have to right click on the pedastal instead of the sword to retrieve it, is there any chance you can change this?

    Every update on this mod has been excellent and every feature is really cool. Keep up the good work, I can't wait to see what interesting bits and bobs you add next.
    Last edited by estradus: 2/5/2013 12:32:28 PM
  • #90
    I love this. really Zelda-y. (its a word) But the quiver doesnt work with other bows from other mods, any way this could be implemented?

  • #91
    Fantastic, I love this mod, it brings a nice RPG feel to the game without becoming overpowering, ill be watching closely for more devolopment, keep up the awesome work :D
  • #92
    This is really good.
  • #93
    Quote from Jazzyw1997

    Java Version: 1.6.0_39, Apple Inc.

    Looks like it's still using Java 6; A friend of mine was having this problem, and he had to uninstall Java 6 before it would properly use the Java 7 install. Try that?

    Also:
    Minor update released!
    Mostly adds requested compatibility options - you can now specify item IDs for custom swords and bows in the config file, which the pedestal and quiver will then recognize. (Note that the quiver will not perform as ideally as it does with the vanilla bow, but will make use of a workaround - dropping single arrows into your inventory when you're holding a custom bow.)
  • #94
    Feel like makin an adventuremap with this mod :) .i actually might do one and maybe can you add new mobs just wondering? like an ogre or Giant spider or something?
    Last edited by FacnyShorts: 2/6/2013 5:33:04 AM
  • #95
    Awesome mod. I like the idea of having to build a trap to charge up the medallions (like a dispenser rig or something). Since I had some time to kill, some ideas for more mod items.


    -Whip – Does only half a heart of damage, but does some good knockback + disarms/disrobes an opponent, retrieving the held item or armor
    -Bomb Fish – Combine a fish with a bomb to make a bomb fish that can detonate underwater, but that fizzes and drops a normal bomb as an item when used on land
    -Bombchu – Paste two spider eyes on a bomb to make a critter that will shuffle forward until its time runs out or it hits a mob. Does not fit in a bomb bag
    -Clawshot – an advanced version of the hookshot that can grapple onto a wider variety of blocks (iron bars, leaves, cobblestone, nether fence, ect). More expensive than the hookshot – requires a medallion, maybe? Also, it will not let you fall until you switch to a different item.
    -Double Clawshot – two clawshots in one inventory space. While you are held fast to one wall, you can shoot and zip to another one without the danger of switching to another item and falling.
    -Forest Medallion – Crafted with any sapling, charged by taking 25 hearts of damage due to being Poisoned. When used uncrafted, it summons a bunch of thorny plants + accelerates the growth of nearby plants. When used on a sword, vines wrap around the opponent, inflicting Poison, Weakness, and Slowness for five seconds.
    -Light Medallion – Crafted with glowstone dust, charged by taking 25 hearts of damage due to Lightning Strikes or Charged Creeper explosions. When used uncrafted, it creates a blinding ball of light that lights up the dark + instantly kills any mob that shuns the sun within line of sight of the explosion. When used in an amulet, it gives you Night Vision for ten seconds (to prevent the flickering that happens when your night vision is about to run out), and removes it when you stop using the amulet. So as long as you hold the amulet, you can see in the dark (It also might give other mobs Blindness 0:01?) When used on a sword, it sends out a laser, like the Sword beam in many LoZ games, that inflicts the same damage as the sword would have if it had hit normally (without the effects of enchantments)

    Yes, yes, lightning is rare, but keep reading; I have a solution to this problem.

    -Shadow Medallion – Crafted with coal, charged by taking 25 hearts of damage due to Withering. When used uncrafted, it forms a similar explosion to the Light Medallion, except it damages everything EXCEPT undead + Ender mobs.
    -Water Medallion – Crafted with water bottle, charged by taking 25 hearts of damage due to drowning. When used in an amulet, it refills your breath gauge. When used in a sword, it sends a tidal wave in front of you that pushes back + damages mobs (the damage decreases with distance from the caster).
    -Lantern – crafted with a Light Medallion. Dispels the darkness in a large area around it. Can be held in one’s hand or placed in the world.
    -Cane of Pacci – Minish Cap item. Sends out a beam that can turn dispensers, furnaces, stairs, and other blocks around, and flip half-steps and stairs upside down. The direction of the flip depends on whether you’re firing the cane from above the block or not. When fired into a 1 by 1 by 2 deep hole, it catches in the hole, launching the first entity that lands there up into the air.
    -Unfocused Medallion – made with nothing in the center, charged by taking 25 hearts of any sort of damage (but if you have another medallion in your inventory, then the appropriate type of damage will charge that medallion to full before it affects the unfocused medallion. If you fall with an Earth and Unfocused medallion on you, the damage will go into the Earth medallion rather than the Unfocused). It’s basically a medallion to aid in the creation of other medallions. Crafting a full Unfocused medallion with any other medallion with at least one damage absorbed will double the charge of the other medallion (letting you obtain the Light and Shadow medallions with greater ease, though it requires you to take a lot more for the team). Crafting an empty medallion with any other medallion will give you two medallions with half the charge of the original medallion. When used in an amulet, you will take the same amount of damage from all sources, but your medallions will be charged twice as fast (so you only need to take 12 ½ hearts of damage to get a full medallion). When crafted with a sword that is already augmented, it repairs the sword by a quarter of its maximum durability (useful for mod swords that aren’t compatible with the anvil, and for those who want to save their exp for other things). When used in a sword as its own augment, it produces a spin attack.

    This sounds a bit much – duplicable medallions, anyone? – but here’s the deal. To fully charge a medallion with one damage, you would need six fully charged Unfocused medallions (1x2=2, 2x2=4, 4x2=8, 8x2=16, 16x2=32, 32x2=64); to obtain a rare medallion by this method alone would require you to take 150 hearts of damage. Even with the help of an Unfocused Amulet, that’s still enough damage to kill you nearly eight times over. In addition, except for the Unfocused and Wind medallions, you cannot charge your medallions through regular combat with mobs; you must go out of your way to almost kill yourself in the pursuit of medallion creation. Repairing swords is easier, but it still requires 100 hearts of damage without the aid of an Unfocused amulet, and even with it, it’s not fun.

    -Lightning Rod – Not sure if this should be in Legendcraft, but...A steel post, crafted with a Shadow Medallion, that draws lightning towards it during rain or a thunderstorm, making it easier to charge your Light Medallion. Place a vertical line of these poles stretching up into the sky (the higher you go, the more likely a lightning strike is, even in normal rain or clear skies), and when lightning strikes the pole, another bolt will leap out from the lowest pole on the stack towards the nearest entity. The strike can cause combustible materials nearby to ignite, and electrify connected metallic blocks so that they electrocute the first person or item that walks on them (but this electricity also charges creepers and the Light medallion). Using this mechanic, players could build a palace designed for Light Medallion creation, but at the expense of a lot of iron/gold/copper/other metals as defined by the Ore Dictionary.

    Mod idea - Enderarmor
  • #96
    HOW COME I HAVE NEVER ENCOUNTERED THIS MOD BEFORE.
    I do textures for free.*
    If you wish to hire me contact me via Skype:
    NothingsEnd
    *I require credit for my work
  • #97
    Sweet, a zelda gear mod. Still, why no bombchus?
  • #98
    Beautiful!
    This mod is absolutely wonderful, but why does it have such little attention?
  • #99
    The instant I saw this mod I loved it. I really love the idea of putting Zelda elements into Minecraft since it borrows so many elements from classic games already. This mod deserves a lot more downloads and views, and I can't wait to see what else is put into it! :3
  • #100
    Hey I love this mod! One suggestion I would make is to make the augmentation available to all swords including modded ones, maybe you can put a config file so we can put the sword ids in? Just a suggestion and keep up the good work!
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