• 1

    posted a message on Custom NPCs
    Evening gents,

    Couple of minor additions in what I presume to be Noppes' absence. I have made it easier to tell when an NPC is resisting an attack by adding blocking animations (like how you block with a sword). An NPC can block with an item in his left or right hand dependent on what kind of attack it resists against (right hand for melee, left hand for projectiles).

    On that note, I've added a new option to factions where an NPC can alert all nearby allies of a target to focus on. Originally, there was only the option to defend members that were attacked, so this is a more aggressive option for those who want to have things like scouts and ambushes.

    Next on the list I'd like to add "beacon" properties in the stats page. These will allow the NPC to apply a status effect to nearby players/mobs/other NPCs; whether it's a buff for their allies, or a debuff against their enemies. NPCs will only be allowed to apply two status effects at a time. Chances are this will make the healer job obsolete, but that's OK because this will be a more versatile option, and we can open up more jobs like Fisherman and Lumberjacks.

    That is all.
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Quote from HulluTNT9

    I have a little problem. Shouldn't Custom NPC's include a Zombie player model? Because I remember I had one. I run on 1.6.4, and singleplayer.

    It's really just the same human model with its arms angled 90 degrees, there isn't anything particularly special about it apart from using a larger texture.
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Quote from tobbiusness
    Noppes and or DarkSignal, I have recently read that the 1.8 AI is getting a complete remake, how will this affect Custom NPC's, if at all?
    Quote from Noppes
    I understood that it was just mobs which didnt have the new AI yet were getting the proper ai. Not actually a complete remake. And well no clue what kind of effect that has without being actually able to look at the code, which we cant until 1.8 actually releases and gets deobfuscated. Same goes for the new player skin size and the player inventory rewrite. No clue and no way to check what kind of effects that has.

    The new AI for other NPCs will mean that we can probably add more abilities to them, assuming that their tasking orders are tailor made for them. There's also some new features for the villagers that hold promise for new jobs such as farmers, lumberjacks, and fisherman.
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Quote from tobbiusness
    Ah, more fixes. As you said, nothing is really too moot as long as helps. On the note of AI and ranged attacks, would it currently be possible to create an option so the AI determine whether there is a path available to reach their target for melee, and use it if possible, or use their ranged attack if no path is available?


    That depends on if you mean if it can't find a path, or if it is simply out of navigating range. a navigator somehow always manages to get a path to its target even though the entity might not be able to actually use it and only get as close as possible; just like how zombies will still try to get close to you when you're standing on a 3 block high pedestal with no way on it. I'm presuming that when outside of navigating range, it works the same. I will however see if I can do something like that for the re-added "Range Attack On the Move" attribute.

    Quote from mistio100
    How Ambush and Stalk and Surround of TacticalVariant do use?


    There aren't any special conditions needed for surround, although open ground is usually preferred. Ambush and Stalk require places that an NPC can hide behind, and a large aggro range. I've recently made alot of changes to the condition checks for ambushing, so expect that to be less schizophrenic come next release.
    Posted in: Minecraft Mods
  • 2

    posted a message on Custom NPCs
    And I'm back.

    So as I said a hundred pages ago, I fixed and improved a couple of things; including changing labels around to make more sense, and added a few new abilities like being able to shoot multiple projectiles at once, and a new hit and run behavior where NPCs will retreat after attacking/being attacked. Other fixes include potion rendering for 2D objects, rendering some held weapons (crossbows are held sideways now), and new additions/fixes to indirect firing and toggling between melee and range attacks. I'm pretty sure this is all moot compared to what Noppes has been dishing out in the past 6 months, but hey, the little things help too.

    What I might be working on next is permitting the use of multiple melee/range attacks that NPCs can change between. This will work in a similar manner to adding quests where you can add an attack to the NPCs list of possible attacks, and choose how often it will use it. I have other plans for when 1.8 comes out when all mobs get updated to the new AI standard and more abilities become available. This will open up opportunity for more abilities, more jobs, and more roles.

    That's all for now.
    Posted in: Minecraft Mods
  • 0

    posted a message on Your forum name as a seed
    That dungeon built into the mesa is so cool. I decided to do the same thing and put DarkSignal in as a seed for a large biome world. you start off in a forest surrounded by plains. Keep going south of your position to the end of the forest, and you'll run into a village on the border of a Savannah


    The smithshop contains a chest that is absolutely worth raiding.


    Just outside the village is a ravine that leads down below layer 16, resources such as gold, redstone, and lapis lazuli are openly visible (next to lava that is)


    Farther north at the other end of the starting forest, follow the river until you come up to second river adjacent to it. Start following that river in the same direction, and eventually you arrive at a desert temple built on the water; you'll find plenty of good stuff in there.






    Posted in: Seeds
  • 3

    posted a message on Custom NPCs
    Evening gents,

    So now that we have a stable forge client, I'm planning for my next move while I crush some of the AI bugs most people have been having and streamline the interface a little bit. you'll find a list of the small changes I'm going to make in the spoiler below.


    *Fix BurnInSun issue where dead body burns forever
    *Convert FireDelay and DelayVariance into MinDelay and MaxDelay (removes limit on delayVariance)
    *Fix issue where ranged NPC's can't shoot past their NavRange even though they have a higher AggroRange
    *Allow Ranged NPCs to fire indirectly based on distance instead of just visibility
    *Fix problems displaying potions as projectiles
    *Fix improper labels for glowing projectiles
    *Fix explosions for potion effects
    *Allow multiple projectiles to be fired at once (max up to 10)


    Once I get those out of the way, my next plan is to allow NPCs to use a special melee/range attack that can differ from its normal melee/range attacks. When an NPC is about to initiate an attack, he'll have an adjustable percent chance of using a special attack instead of his normal one, which can go no higher than 50%. In addition, the user will also be able to set how many times the NPC must use its standard attack before it is allowed to use a special attack again. There will be a special variant for both melee and range attacks so that way you can have more dangerous and unpredictable combat NPCs

    That is all.
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs

    Alright I got a question, would it be possible to be able to import a new entity that I've made into this mod? If so, how would it be possible?

    Not yet.

    Quote from schrumpfkopf666

    I saw the new snapshot, were you can select entities with the command block to do things like teleporting a Spider to XYZ.
    So I'm thinking, is it possible to teleport NPC's to different locations? Would be very useful in quests.

    If the command block is ambiguous about what entity it teleports, I'm pretty sure you can do the same thing with any NPC.

    Quote from Razorskills

    Hello Noppes, Im sure you are a busy guy, but I thought I would make a suggestion!

    Idea 1:

    I was thinking it might be cool if on a mcpc+ server, it could detect the Vault plugin, which simply, all it does it keeps track of players money, and connects the economy to other plugins/mods.

    So if I do /bal it tells me I have $4895 to spend. Right now we are using your coins, selling them for a currency and then players need to get the right amount of coins to buy an item, or make 4 trips to the bank since they have not purchased enough. Its not really that big of a deal. But I think it would be very nice to have an option in the traders menu to use vault currency, and be able to input a number to buy the items. Then players could just click the purchase button in the traders menu and voila. No middle item. But for those that like items it still works fine.

    Idea 2:
    Be able to sell and Receive Change from Coins Worth more than what the asking price is.

    I have each coin added from your mod to be 8 times worth the previous one. (wood, stone, iron.. etc.) I was thinking also that it might be cool for us to be able to use the next tiered coin in a traders menu
    example:
    1 cobblestone costs 5 wooden coins, If you placed a stone coin in the slot. It is worth 8 wooden coins and so if you traded, you would receive 3 wooden coins back.

    That is basically the idea, Im not sure how you could make that work for everyone, but there could be a global item worth cost menu and if you wanted I could make a example gui picture of what i was thinking. Just give me a pm if you are interested in what I was imagining, or you can imagine your own. Or you could just not like the idea too lol.

    Idea 3 (Prerequisite Idea 2)

    So, if Idea 2 worked. Then I think that it would be really cool for the coins to be able to set up to convert in your inventory to the least space possible. So if you had 5 wooden coins, and a stone coin. then bought a block of cobblestone worth 5 wooden coins using the stone coins. It would give you back 3 wooden coins, but now your wooden coin count is at 8 and it would convert the 8 wooden coins to 1 stone coin. etc.

    Again this could be made into another global coins menu set up.

    ------------------

    I would love for idea 1 to work with the traders. That would just make me that happiest. But I think idea 2+3 are the coolest.

    Or.. All three would make for alot of options :D

    -----------------------------------------------------------------
    BUG!!:

    I also noticed a bug that I can right click on a regular player with a npc cloner and save them. Then if you try to spawn them, it obviously does not do anything. This was discovered by a moron on our server because he clicked the mobspawner button and then crashed. everybody that went within the vicinity to load the chunk, it caused a crash. I fixed it by using world edit and selecting the area to delete without loading the chunk myself.

    But obviously I mean to say that the cloner should not be able to copy real live players! :D

    No it should not.

    Although about your ideas, I believe an ex-developer was trying to develop compatability with the vault mod by creating a "Moneybag" item; basically you'd keep an amount of currency within the bag, and that would be used as a trading item for traders and banks, where the damage value determines how much money it holds. You were allowed to hold a max of $1000 or so, but that seems to remain unfinished.
    Posted in: Minecraft Mods
  • 1

    posted a message on Custom NPCs
    Quote from redstonemaniac

    Hey I have a few suggestions for an update.
    1. Right now in version 1.5.2, quests can only be made really short with only one task to perform. I think there should be a way to customize objectives like you can with dialogue. Like you can set it to killing X number of Y entity, obtaining (through collecting or drops) X number of Y items, crafting X number of Y items, visiting X area, visiting X area for the first time, meet an npc etc. You can also make the objective require multiple other objectives, dialogue, quest or faction points so you can nest them like you can dialogue to last for as long as you want. Replace the availability options for dialogue and quests, now set with 2 dialogue 2 quests and 2 faction, with 6 options that can be any of those three or an objective. It would allow for much more complicated quests that require you to, for example, do some dialogue then create an item then more dialogue then visit an area then meet to an npc then dialogue then kill a boss then more dialogue then the reward.
    2. Also if you havent already you should create cheats to set certain attributes of an npc such as making him equip a sword, or change his skin, change his stats to level him up, stuff like that. Or even change the player data of someone to complete an objective or void one completed. Those cheats could also be activated by certain availability options of course.
    3. Create a programmed set of instructions for an npc's ai. such as making him walk to a certain location, say something out loud, equip an item and start fighting a monster once you complete a certain availability option. also be able to load different instructions based on different arguments. It would make them seem a lot more lifelike rather than just standing around.

    1.) As much as we'd like to implement more complicated quests, it would make things far too complicated for the user to make them, and that alone isn't as streamlined as it should be. Currently quests are capable of being chained, so that's a start.

    2.) control of quests would be very useful, it might even be a useful workaround for the first problem. NPC attributes however might be too much, since there's just too many attributes to put in a command.

    3.)Scripted sequences are an idea I ran by Noppes a while ago; we're not quite sure how we would implement that kind of system as of yet, or if we really need it. There's already a great deal of control through factions, quests, dialogues, and others, so the most we'd need to do is allow movement from one position to another after a certain action is performed. That kind of idea is still in the concept phase.

    Quote from blue_owl_9

    Hey Noppes, I'm planning on making a map with a couple mods and I just wanted to ask if I'm allowed to use this mod for the map, and if I may, what would you want me to include in the post? Please don't hesitate to say no if that's what you feel. Your decision is your decision. Also, sorry for being a noob, I don't usually post on stuff.

    It is not necessary to ask for permission. If you must include something, include a link to this thread.
    Posted in: Minecraft Mods
  • 0

    posted a message on What is Your Favorite Biome in Minecraft?
    You're missing the Mesa Bryce biome, the version of the mesa with the tall canyon formations.
    Posted in: Survival Mode
  • 2

    posted a message on Creepiest and most unnatural MC stories!
    Back in 0.1.5 on a small multiplayer server, I found a derelict mining outpost that was seemingly deserted. It had a large entrance with a little wooden shack next to it full of furnaces. Some of the furnaces still had coal in them, while some still had iron in them. The entrance lead to a small surface cave that had a winding staircase into darkness, each stairway leading off to a shaft larger than the last. The shafts had to have been man made because they were perfectly rectangular, and abandoned mine shafts weren't naturally generated back in those days.

    There were absolutely no torches in any of these shafts; come to think of it there were no torches at all. The whole mine was completely devoid of light, but I never heard the sounds of hostile mobs as I was going down there; never even encountered them. Since mobs spawn anywhere dark, there was plenty of ample space for them to run rampant, but the fact that there weren't any was extra spooky to me.

    By the time I reached the bottom of the stairwell, a hallway lead to this incredibly large room supported by thick columns, with small little dirt barriers blocking smaller entrances. At the opposite end of this large room was a moderately sized hallway with multiple dead ends before leading down to bedrock. This was back before creative mode, so given how high the ceiling in that room was, whoever built that place must not have slept much.

    The hallway lead to one final chamber, a massive room that seemed to expand on forever into the darkness, I literally did not see any walls except for the ones behind me. the ceiling was low to the floor, which was nothing but jagged bedrock formations, so it was picked clean of any precious ores. The only thing that stood out in this void of black was a small glowing block that was really far away. I run over to this thing, worried there were creepers hiding in the potholes, and it turns out to be jack-o-lantern with a sign attached to its face. The sign read in its exact words:

    Abandon All Hope.

    At the time I read it, one of those creepy cave noises played, and I IMMEDIATELY turned tail out of there! I was afraid creepers were going to start closing in on me from behind the columns or spiders were going to start pouring out from the doors, but they didn't. Somehow I made it back topside with no interference from any baddies..

    I'm pretty sure the server was set to peaceful at the time I was on, so I was never in any danger. Of course I never knew that, so the whole experience was extremely unnerving; It's still a mystery to me what the story must have been behind that place.
    Posted in: Survival Mode
  • 5

    posted a message on *slow clap*
    Oh good, your slow clap processor made it into this thing, so we have that.
    Posted in: Survival Mode
  • 0

    posted a message on Keep the Rose!
    Where's the "don't care" choice?
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on 1.7 Witches Spawn Randomly Away From Hut Good Or Bad? Poll Added
    Quote from Sceadugengan

    No, just no.
    Instead of nerfing them just couple their spawning behavior to difficulty.
    I like the challenge and I don't want to see it getting nerfed.

    Agreed. Witches are a rare example of adaptive AI, and I love it when the enemy adapts to survive.

    Admittedly, witches feel out of place being able to spawn anywhere they please. The only reason endermen had that excuse was because they were interdimensional beings who could teleport. Witches don't really have a reason to be hanging around your mining site, because they always seemed like entities that kept to themselves.

    They should have kept them to witch huts since they are guaranteed to spawn in one now. If Mojang felt witches were too rare, they could have placed witch huts in other scary places like Roofed forests, or maybe even redwood forests. If that doesn't suffice, then making witches biome specific would be enough of a compromise.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on What do YOU think of the new update?
    Quote from DakotaSlim
    What idiot decided buring carpets was a good thing? All my buildings caught on fire when i loaded 1.7! I can't put a carpet within 2 blocks that it doesn't burn up!


    Someday, you'll look back on this and laugh.

    I've got no problems with this update. It feels like old Minecraft again now that there's better terrain and a working temperature system again. Sure you have to go across hell's half acre to find a jungle or redwood forest, but it's not as bad as trying to find a mushroom biome. Yes, the temperature divisions could use a smaller locale, but it's certainly a step in the right direction.
    Posted in: Recent Updates and Snapshots
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