I just took down the adf.ly links and the problem disappeared... I didn't realize adf.ly was this horrible. I'll have to put the direct links up until I find a better solution. Apologies!
UPDATE: Replaced the adf.ly links with mediafire ones, we're all good to go.
Just added scripts to magical properties. Now magic items can have a chance of charged bolt or extreme gusts of wind on hit (with many variations thereof)-- still working on other things that can be scripted I gotta say, wands with gust proc might be slightly imba...
I should also mention I added increased gold drop as a magical property and refactored much of the stat system, improved some magical property names, added some uniques, etc. Think I'm gonna move on to rare spawns having spells next.
Here's a WIP patch notes for the coming update (it's still missing much of what I worked on, but it should give you an idea how ginormous this update will be):
== Version 0.6.4 ==
* Created the Spellscript scripting language for Minecraft! Many new and existing features of Hack/Mine are now completely scriptable by the user, including spells, villager dialogues, and much more to come.
* Spellscript is usable from the console! Wanna drop TNT on every user's head every 5 seconds? Why not!?!
* Added NPC dialogues! Talk to villagers to learn about your surroundings.
* Completely overhauled mob spawning! Mobs now only spawn at night as in regular Minecraft, but with the addition of "make-up spawning" for chunks that are either newly created or were off-loaded during the last night to occur.
* Added several spells and reimplemented all the existing ones in Spellscript
** Many spells now respond to increases in stats! Increase Dexterity for more arrows per Multishot, Strength for increased War Stomp distance, etc.
** Most (if not all) spells have changed to some degree, from number tweaking to significant mechanical improvements.
** Lotsa spell bugs were obliterated.
* Class Specific Changes:
** Warrior
*** Leap has been replaced by Whirlwind: use it midair for a double jump! Use it with Charge for even more ridiculous results... (Note that the earlier you time it, the higher you'll go.)
*** Added War Stomp. Send a wave o' blocks hurdling towards your enemies!
** Wizard
*** Buffed many spells significantly.
*** Added Wizard Cannon: spam it to thrust forward in quick spurts, or charge it to travel insanely large distances.
*** Added Block Yank: huzzah for minor utility spells!
*** Fixed magical projectiles dissipating on tall grass.
** Ranger
*** Added Wind Trap: places a trap on the ground which sends nearby enemies flying. Has a low cooldown for excellent crowd control.
* Fixed and reintroduced Super Towers! Prepare for 20+ floors of increased difficulty madness...
* Increased initial world gen block height from 128 to 256 (this is what was glitched up Super Towers earlier). Consequently, the mystery dimension is now absolutely ginormous!
* Food now replenishes your health! For now, the percentage healed is derived by multiplying the number of hearts normally healed by 10 (thus 5 hearts yields 50% health replenishment.)
* Added Phase Creepers (have fun with that.)
* Added air supply, gold drop bonus, and pickaxe/shovel/hoe mimicing as magical properties!
* Also added a Charged Bolt and Gale procs as a magical properties! (Thanks to Spellscript, arbitrary scripts can be executed on various item events.)
* Damage shown on weapons' tooltips now includes magic damage (in other words, the damage displayed includes all factors that currently may effect damage, though minimum damage capped to max damage - 1 may be 'uncapped' when summed for your character's total damage output).)
* Drowning now removes a tenth of your life every 30 ticks, as in vanilla Minecraft.
* Portals to the Nether now may appear in dungeons...
* Mob spawners now drop loot.
* Substantially tuned down the bonus given by resistance-related magical properties.
* Fire resist now protects against natural fire sources (including lava)
* Improved the Controls sub-options by including the names of items and spells next to their equipped slots' key bindings (when you're currently in a world, naturally.)
* Completely fixed proxy areas and area crashing in SMP! It's gone! Kaput! No more! Still can't fix the vanillaness of the server, though
* Fixed pickaxes' inability to mine appropriate ores.
* Fixed weird slime levels.
* Fixed weird rare spawn coloring in SMP.
* Fixed inter-dimensional bugginess! You may now freely travel to the Void and the Nether and back in SMP.
* Fixed vendor exploits.
* Fixed a randomization issue where towers rerolled the same values (resulting in many having the same color, for example.)
* Heavily refactored the magical properties code, such that new properties could be added easily.
* Optimized dungeon generation significantly. Chunks are no longer force-loaded, and those that are already loaded are queried much less frequently.
* Removed many performance-slowing decompilation artifacts throughout the modded parts of Minecraft.
* About a million minor alterations and bug fixes (including the "getTopSolidOrLiquidBlock" crash).
I still get the [minecraft forum] malware warning.
I looked it up, apparently one of the ads in Curse's rotation is being inappropriately flagged as malware by Google. They're working on fixing it, (in the mean time, I'll leave off adf.ly since I've been needing to get rid of it anyways.)
<The magic of spoilers has saved you from ridiculously long quotes>
Just added scripts to magical properties. Now magic items can have a chance of charged bolt or extreme gusts of wind on hit (with many variations thereof)-- still working on other things that can be scripted I gotta say, wands with gust proc might be slightly imba...
I should also mention I added increased gold drop as a magical property and refactored much of the stat system, improved some magical property names, added some uniques, etc. Think I'm gonna move on to rare spawns having spells next.
Here's a WIP patch notes for the coming update (it's still missing much of what I worked on, but it should give you an idea how ginormous this update will be):
== Version 0.6.4 ==
* Created the Spellscript scripting language for Minecraft! Many new and existing features of Hack/Mine are now completely scriptable by the user, including spells, villager dialogues, and much more to come.
* Spellscript is usable from the console! Wanna drop TNT on every user's head every 5 seconds? Why not!?!
* Added NPC dialogues! Talk to villagers to learn about your surroundings.
* Completely overhauled mob spawning! Mobs now only spawn at night as in regular Minecraft, but with the addition of "make-up spawning" for chunks that are either newly created or were off-loaded during the last night to occur.
* Added several spells and reimplemented all the existing ones in Spellscript
** Many spells now respond to increases in stats! Increase Dexterity for more arrows per Multishot, Strength for increased War Stomp distance, etc.
** Most (if not all) spells have changed to some degree, from number tweaking to significant mechanical improvements.
** Lotsa spell bugs were obliterated.
* Class Specific Changes:
** Warrior
*** Leap has been replaced by Whirlwind: use it midair for a double jump! Use it with Charge for even more ridiculous results... (Note that the earlier you time it, the higher you'll go.)
*** Added War Stomp. Send a wave o' blocks hurdling towards your enemies!
** Wizard
*** Buffed many spells significantly.
*** Added Wizard Cannon: spam it to thrust forward in quick spurts, or charge it to travel insanely large distances.
*** Added Block Yank: huzzah for minor utility spells!
*** Fixed magical projectiles dissipating on tall grass.
** Ranger
*** Added Wind Trap: places a trap on the ground which sends nearby enemies flying. Has a low cooldown for excellent crowd control.
* Fixed and reintroduced Super Towers! Prepare for 20+ floors of increased difficulty madness...
* Increased initial world gen block height from 128 to 256 (this is what was glitched up Super Towers earlier). Consequently, the mystery dimension is now absolutely ginormous!
* Food now replenishes your health! For now, the percentage healed is derived by multiplying the number of hearts normally healed by 10 (thus 5 hearts yields 50% health replenishment.)
* Added Phase Creepers (have fun with that.)
* Added air supply, gold drop bonus, and pickaxe/shovel/hoe mimicing as magical properties!
* Also added a Charged Bolt and Gale procs as a magical properties! (Thanks to Spellscript, arbitrary scripts can be executed on various item events.)
* Damage shown on weapons' tooltips now includes magic damage (in other words, the damage displayed includes all factors that currently may effect damage, though minimum damage capped to max damage - 1 may be 'uncapped' when summed for your character's total damage output).)
* Drowning now removes a tenth of your life every 30 ticks, as in vanilla Minecraft.
* Portals to the Nether now may appear in dungeons...
* Mob spawners now drop loot.
* Substantially tuned down the bonus given by resistance-related magical properties.
* Fire resist now protects against natural fire sources (including lava)
* Improved the Controls sub-options by including the names of items and spells next to their equipped slots' key bindings (when you're currently in a world, naturally.)
* Completely fixed proxy areas and area crashing in SMP! It's gone! Kaput! No more! Still can't fix the vanillaness of the server, though
* Fixed pickaxes' inability to mine appropriate ores.
* Fixed weird slime levels.
* Fixed weird rare spawn coloring in SMP.
* Fixed inter-dimensional bugginess! You may now freely travel to the Void and the Nether and back in SMP.
* Fixed vendor exploits.
* Fixed a randomization issue where towers rerolled the same values (resulting in many having the same color, for example.)
* Heavily refactored the magical properties code, such that new properties could be added easily.
* Optimized dungeon generation significantly. Chunks are no longer force-loaded, and those that are already loaded are queried much less frequently.
* Removed many performance-slowing decompilation artifacts throughout the modded parts of Minecraft.
* About a million minor alterations and bug fixes (including the "getTopSolidOrLiquidBlock" crash).
I looked it up, apparently one of the ads in Curse's rotation is being inappropriately flagged as malware by Google. They're working on fixing it, (in the mean time, I'll leave off adf.ly since I've been needing to get rid of it anyways.)
I must say I am really loving the change-log you have put together. A nice mix of bug fixes and optimizations with game mechanic balancing and additions. I'm now really anxious to test it all out, so that I may once again barrage you with incessant suggestions and constructive criticism.
I looked it up, apparently one of the ads in Curse's rotation is being inappropriately flagged as malware by Google. They're working on fixing it, (in the mean time, I'll leave off adf.ly since I've been needing to get rid of it anyways.)
Just heavily changed Defense mechanics. Still tweaking the numbers, but Defense actually matters as an attribute now, and Dexterity contributes much, much less significantly.
Also, a Naga was swinging at me earlier and would occasionally knock me back a solid 20 blocks-- little did I realize that the Gale and Charged bolt properties would also be of benefit to the mobs
Just heavily changed Defense mechanics. Still tweaking the numbers, but Defense actually matters as an attribute now, and Dexterity contributes much, much less significantly.
Also, a Naga was swinging at me earlier and would occasionally knock me back a solid 20 blocks-- little did I realize that the Gale and Charged bolt properties would also be of benefit to the mobs
Yep, totally safe. Well, to whatever extent of safety these forums normally are, anyhow.
Is changing code to 1.4.6 going to be a hard task for you? (I looked at some outdated messages on the front post "The earliest I'll update is 1.3!" xD That was a bit of a wild guess now wasn't it?) Also, thank you for keeping up on this mod. I loved it when I first played it and would love to play it again. Thanks for all your hard work!
Edit: And to think you would be active too. <3. Christmas break is here; I'm guessing you might have plans for this mod during a break?
Forgot to mention, bow and all right-click-holdable item usage speed now responds to increases in dexterity and magical properties (attack speed for bows, and a new "item use speed" property for everything else.) This includes FOOD, which now heals your life (as mentioned in the patch notes above.) Huzzah! Admittedly, devouring porkchops at 50% increased speed is hilarious to watch. Omnomnomnomnom.
Is changing code to 1.4.6 going to be a hard task for you? (I looked at some outdated messages on the front post "The earliest I'll update is 1.3!" xD That was a bit of a wild guess now wasn't it?) Also, thank you for keeping up on this mod. I loved it when I first played it and would love to play it again. Thanks for all your hard work!
Edit: And to think you would be active too. <3. Christmas break is here; I'm guessing you might have plans for this mod during a break?
Eh, we'll see. It won't be difficult, just very time consuming. And the entire front post is stupidly outdated, I'll freshen it up cometh the update XD And you're welcome!
EDIT: and yes, big plans I just got my computer rebuilt after RMAing a defective mobo, so I'll be recording a video of new features very shortly. And the alpha ought to be out any time now (I literally just have to get around to compiling it). Even better, the update is getting close-- I think once DOTS are working well (either integrated with Spellscript or temporarily improved), right-click-holdable spells are fixed (complicated issue in the new version), console Spellscripting is somewhat more usable, scriptable blocks are implemented (for end-dungeon teleports), a few spells and some more NPC dialogues are added, and some preliminary testing is done, we'll be good to go. Getting this out on Christmas would be wonderful...
Uhm, I did have a slight question, personally. I did not see it in the WIP Changelog, but is there any chance of adding in some sort of skill learning system before the update still? I only ask, because it would be neat to customize the monsters to drop different scrolls at different levels, for the spells we make, or something. lol
As far as I can tell the only thing resembling "spell learning" will be handheld spells (such as a weapon). It could be possibly be for all classes, such as spells being class specific.
He has said that there are several new ones, but I don't think there is a "learning system" yet. I'm fairly certain that (for now) all skills are available by default, and they scale up with your characters attributes.
Uhm, I did have a slight question, personally. I did not see it in the WIP Changelog, but is there any chance of adding in some sort of skill learning system before the update still? I only ask, because it would be neat to customize the monsters to drop different scrolls at different levels, for the spells we make, or something. lol
Next update, not enough time for this one. I won't wait so long on the next one (it'll be out before next semester of school kicks in for me.) It'll be completely configurable by the user at that point, so they can script and add spells however they please. I'll just have a simple xml file or something with spell names, descriptions, etc. The main obstacle will be compiling a spell tree GUI of sorts.
Brilliant,but how do you craft/find capes?
Also,after you defeat the final boss,you should get to choose between three ultimate races and 3 ultimate classes.
Races
1.Half-dragon
2.Elemental
3.
1.You Can't at the moment, and (although a long time ago) it was mentioned that capes would be for people who make donations. I'm not sure how true this is anymore, perhaps there might be capes for donators and/or wiki-updaters, but I do know that they are't craftable in this mod.
2. That truly sounds aweful. It would give veteran players a large advantage over new players in multiplayer.
Frizzil do you plan on adding your mod to the Feed The Beast launcher
I doubt he'll be adding it to that. This mod is already in the Technic Launcher, it doesn't need to be updated/distributed on more than one to be honest. Also, by a quick Google search, the launcher you've mentioned is considered unstable. To be honest that FTB thing looks more like bloatware than anything else, its relatively easy to install mods without it.
Hey. I pf'd my laptop one day and set up a h/m server for me and a few friends. Unfortunately, theres no tpa and such. Is there a way I could obtain the source code? I know that some severs have modded H/M (Vertigo), but do you have a public source I could look at (and modify)?
Hey. I pf'd my laptop one day and set up a h/m server for me and a few friends. Unfortunately, theres no tpa and such. Is there a way I could obtain the source code? I know that some severs have modded H/M (Vertigo), but do you have a public source I could look at (and modify)?
This mod looks absolutely fantastic. I'd like to set it up, but I'm afraid the instruction page is out of date. Can someone tell me what is the most current version of Minecraft that will work with this mod? Or is it still 1.2.3?
This mod looks absolutely fantastic. I'd like to set it up, but I'm afraid the instruction page is out of date. Can someone tell me what is the most current version of Minecraft that will work with this mod? Or is it still 1.2.3?
Forgot to mention, bow and all right-click-holdable item usage speed now responds to increases in dexterity and magical properties (attack speed for bows, and a new "item use speed" property for everything else.) This includes FOOD, which now heals your life (as mentioned in the patch notes above.) Huzzah! Admittedly, devouring porkchops at 50% increased speed is hilarious to watch. Omnomnomnomnom.
Eh, we'll see. It won't be difficult, just very time consuming. And the entire front post is stupidly outdated, I'll freshen it up cometh the update XD And you're welcome!
EDIT: and yes, big plans I just got my computer rebuilt after RMAing a defective mobo, so I'll be recording a video of new features very shortly. And the alpha ought to be out any time now (I literally just have to get around to compiling it). Even better, the update is getting close-- I think once DOTS are working well (either integrated with Spellscript or temporarily improved), right-click-holdable spells are fixed (complicated issue in the new version), console Spellscripting is somewhat more usable, scriptable blocks are implemented (for end-dungeon teleports), a few spells and some more NPC dialogues are added, and some preliminary testing is done, we'll be good to go. Getting this out on Christmas would be wonderful...
Alright, thanks for the reply. Good luck to you! (I wanted to play this again so I went through 2 hours of slow internet to revert back to 1.2.3 just to play this. Haha!)
I still get the malware warning.
I should also mention I added increased gold drop as a magical property and refactored much of the stat system, improved some magical property names, added some uniques, etc. Think I'm gonna move on to rare spawns having spells next.
Here's a WIP patch notes for the coming update (it's still missing much of what I worked on, but it should give you an idea how ginormous this update will be):
== Version 0.6.4 ==
* Created the Spellscript scripting language for Minecraft! Many new and existing features of Hack/Mine are now completely scriptable by the user, including spells, villager dialogues, and much more to come.
* Spellscript is usable from the console! Wanna drop TNT on every user's head every 5 seconds? Why not!?!
* Added NPC dialogues! Talk to villagers to learn about your surroundings.
* Completely overhauled mob spawning! Mobs now only spawn at night as in regular Minecraft, but with the addition of "make-up spawning" for chunks that are either newly created or were off-loaded during the last night to occur.
* Added several spells and reimplemented all the existing ones in Spellscript
** Many spells now respond to increases in stats! Increase Dexterity for more arrows per Multishot, Strength for increased War Stomp distance, etc.
** Most (if not all) spells have changed to some degree, from number tweaking to significant mechanical improvements.
** Lotsa spell bugs were obliterated.
* Class Specific Changes:
** Warrior
*** Leap has been replaced by Whirlwind: use it midair for a double jump! Use it with Charge for even more ridiculous results... (Note that the earlier you time it, the higher you'll go.)
*** Added War Stomp. Send a wave o' blocks hurdling towards your enemies!
** Wizard
*** Buffed many spells significantly.
*** Added Wizard Cannon: spam it to thrust forward in quick spurts, or charge it to travel insanely large distances.
*** Added Block Yank: huzzah for minor utility spells!
*** Fixed magical projectiles dissipating on tall grass.
** Ranger
*** Added Wind Trap: places a trap on the ground which sends nearby enemies flying. Has a low cooldown for excellent crowd control.
* Fixed and reintroduced Super Towers! Prepare for 20+ floors of increased difficulty madness...
* Increased initial world gen block height from 128 to 256 (this is what was glitched up Super Towers earlier). Consequently, the mystery dimension is now absolutely ginormous!
* Food now replenishes your health! For now, the percentage healed is derived by multiplying the number of hearts normally healed by 10 (thus 5 hearts yields 50% health replenishment.)
* Added Phase Creepers (have fun with that.)
* Added air supply, gold drop bonus, and pickaxe/shovel/hoe mimicing as magical properties!
* Also added a Charged Bolt and Gale procs as a magical properties! (Thanks to Spellscript, arbitrary scripts can be executed on various item events.)
* Damage shown on weapons' tooltips now includes magic damage (in other words, the damage displayed includes all factors that currently may effect damage, though minimum damage capped to max damage - 1 may be 'uncapped' when summed for your character's total damage output).)
* Drowning now removes a tenth of your life every 30 ticks, as in vanilla Minecraft.
* Portals to the Nether now may appear in dungeons...
* Mob spawners now drop loot.
* Substantially tuned down the bonus given by resistance-related magical properties.
* Fire resist now protects against natural fire sources (including lava)
* Improved the Controls sub-options by including the names of items and spells next to their equipped slots' key bindings (when you're currently in a world, naturally.)
* Completely fixed proxy areas and area crashing in SMP! It's gone! Kaput! No more! Still can't fix the vanillaness of the server, though
* Fixed pickaxes' inability to mine appropriate ores.
* Fixed weird slime levels.
* Fixed weird rare spawn coloring in SMP.
* Fixed inter-dimensional bugginess! You may now freely travel to the Void and the Nether and back in SMP.
* Fixed vendor exploits.
* Fixed a randomization issue where towers rerolled the same values (resulting in many having the same color, for example.)
* Heavily refactored the magical properties code, such that new properties could be added easily.
* Optimized dungeon generation significantly. Chunks are no longer force-loaded, and those that are already loaded are queried much less frequently.
* Removed many performance-slowing decompilation artifacts throughout the modded parts of Minecraft.
* About a million minor alterations and bug fixes (including the "getTopSolidOrLiquidBlock" crash).
I looked it up, apparently one of the ads in Curse's rotation is being inappropriately flagged as malware by Google. They're working on fixing it, (in the mean time, I'll leave off adf.ly since I've been needing to get rid of it anyways.)
I must say I am really loving the change-log you have put together. A nice mix of bug fixes and optimizations with game mechanic balancing and additions. I'm now really anxious to test it all out, so that I may once again barrage you with incessant suggestions and constructive criticism.
so... is it safe?
Also, a Naga was swinging at me earlier and would occasionally knock me back a solid 20 blocks-- little did I realize that the Gale and Charged bolt properties would also be of benefit to the mobs
Yep, totally safe. Well, to whatever extent of safety these forums normally are, anyhow.
Edit: And to think you would be active too. <3. Christmas break is here; I'm guessing you might have plans for this mod during a break?
War Stomp, love it.
http://thejudge.tumblr.com/ This is where I'm most active.
Eh, we'll see. It won't be difficult, just very time consuming. And the entire front post is stupidly outdated, I'll freshen it up cometh the update XD And you're welcome!
EDIT: and yes, big plans I just got my computer rebuilt after RMAing a defective mobo, so I'll be recording a video of new features very shortly. And the alpha ought to be out any time now (I literally just have to get around to compiling it). Even better, the update is getting close-- I think once DOTS are working well (either integrated with Spellscript or temporarily improved), right-click-holdable spells are fixed (complicated issue in the new version), console Spellscripting is somewhat more usable, scriptable blocks are implemented (for end-dungeon teleports), a few spells and some more NPC dialogues are added, and some preliminary testing is done, we'll be good to go. Getting this out on Christmas would be wonderful...
As far as I can tell the only thing resembling "spell learning" will be handheld spells (such as a weapon). It could be possibly be for all classes, such as spells being class specific.
He has said that there are several new ones, but I don't think there is a "learning system" yet. I'm fairly certain that (for now) all skills are available by default, and they scale up with your characters attributes.
quit stalking me
Next update, not enough time for this one. I won't wait so long on the next one (it'll be out before next semester of school kicks in for me.) It'll be completely configurable by the user at that point, so they can script and add spells however they please. I'll just have a simple xml file or something with spell names, descriptions, etc. The main obstacle will be compiling a spell tree GUI of sorts.
1.You Can't at the moment, and (although a long time ago) it was mentioned that capes would be for people who make donations. I'm not sure how true this is anymore, perhaps there might be capes for donators and/or wiki-updaters, but I do know that they are't craftable in this mod.
2. That truly sounds aweful. It would give veteran players a large advantage over new players in multiplayer.
I doubt he'll be adding it to that. This mod is already in the Technic Launcher, it doesn't need to be updated/distributed on more than one to be honest. Also, by a quick Google search, the launcher you've mentioned is considered unstable. To be honest that FTB thing looks more like bloatware than anything else, its relatively easy to install mods without it.
Thanks.
JOSHUA I AM
http://www.minecraftforum.net/topic/502897-123-hack-slash-mine-currency-vendors-and-server-support-added/page__st__2540#entry19721055
For now it's still 1.2.3
Most recent comment made by mod author regarding minecraft versions is here: http://www.minecraftforum.net/topic/502897-123-hack-slash-mine-currency-vendors-and-server-support-added/page__st__2560#entry19811969
also known as the second to last page, which I'm surprised you didnt read if you were looking for new information.