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    posted a message on TiC Tooltips (in-game Tinkers' Construct tool/material stats)

    Is there any way to disable tooltips being shown when killing named mobs or players?

    Players can easily look at the composition and modifier choices of others, which somewhat ruins competition.

    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)

    I am so ready for the 1.7.1 update.


    Can't wait to work with SpellScript in the new update along with figuring out and bring back old Hack Slash Mine tricks.

    Hopefully plugin creation for the next version will be easier as it's open source, I know people have created somewhat working Bukkit versions for HSM although they had some flaws.

    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)

    I've got a template for a Racial skill: http://pastebin.com/xpJWgcAz


    But I don't know what to make for each race

    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    Quote from King_Venema»

    i like the ideas but maybe ad some tweaks to the game mechanics. All i can really say is that the damage on your Draining Blade spell should be nullified (maybe 50%-80%).


    Interesting spell is interesting.. Comes with unbalanced & untested stats!

    Ability(1): Defensive Stance

    Base Stats: +30% defensive stats, (if magic resistance is added, +15% magic resist.)

    Mana Cost: (A) 20 Mana + (1/2 defense stat) OR (B) 4 Mana per second + (1/8 Defense stat)

    Duration: (A) Lasts 6 seconds, recharge of 10. OR (B) Lasts until you use a new skill or jump.

    Debuffs: -5% Physical Damage output, -15% magical damage output. Slowness effect.


    Leveling up the skill: each level increases defense by +3% and magical defense by +1.5%.

    Speed is decreased per level by -0.1%. damage output stays the same.


    Location on skill tree: Should be within layer 3-4 (if there is no 3-4, than settle at the second layer).

    Minimum level: 8


    Thats my idea :) you may decide to love it, hate it, or exclude it from your life. I'm likely to not reply to any comments anyways.

    Stats were created off the fly via myself, idea from WoW forums (i dont play that game, i just took the concept and not the benefits./disadvantages)


    Those aren't the real stats :P They're just placeholder. In reality, the mana drain isn't actually that large either.

    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)

    Just going to put the scripts up on pastebin because formatting on Minecraft Forums is bleh.


    Here's some old attacks I made for fun:


    Gravity Storm: http://pastebin.com/g5t2ZwdP

    Pulls in and damages an enemy, then pushes it further away while damaging again


    Combo Thing: http://pastebin.com/y0sQ0KDJ

    Meant for an unarmed Brawler/Monk type of class. As you hit a target with this attack, the damage increases more and more with each hit.


    Draining Blade: http://pastebin.com/DM6nusa5

    PvP-oriented skill, removes MP of target and adds an effect to it that slowly drains MP as well


    Most of these are just the format as in I use 1s as placeholders for values, and they won't work without some minor alteration for the .ss format of spells.


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

    Not sure if you'll change or fix this in the 1.7.1 update, Frizzil, but +% damage/defense modifiers are wonky.

    In the current versions, +% damage increases the weapon's damage AND the player damage.

    +% defense only increases the armor's defense.


    Example:

    Say a player normally has 5-10 damage.

    Base Weapon: (+2-4 dmg) Equipping this his damage becomes 7-14.

    +100% damage version: (+4-8 dmg) Equipping this results to around 14-28, not 9-18.


    Say a player normally has 5-10 defense.

    Base Armor: (+2-4) def) Equipping this his defense becomes 7-14.

    +100% defense version: (+4-8 def) Equipping this results to 9-18 defense.

    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    Quote from IsenBirch»

    What do you mean by converting? I am still really confused as to how to put spellscript into the game.


    That script is one meant for a SpellScript box. You can tell because of "var a = activator as Player".

    To convert it to a multiplayer command, normally the most one has to do is change "activator as Player" to something like "SERVER.getPlayer(username)"

    To convert it to a spell, normally the most one has to do is change "activator as Player" to "caster as Player." The script would also need to return True or False as opposed to 0 like above.

    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    Quote from Aka_Gambit»

    Hey Frizzil, did you remove the server download links from this post or am I just blind? I was going to make a server for the twitch followers to play on :/


    You can find a 6.4.5 server download on hackslashmine.net


    Can't see it on the post. :/


    I'll play with you if you do get it set up, so give me a call!

    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)

    Bored, so I'm just going to leave some scripts for spells or commands in the thread over time.

    Most of the scripts will need to be converted before being able to be used as a spell.


    Mana Shield:

    var a = activator as Player
    if a.isOp() == False:
    ~return 0

    def onUpdate(Living a, int i, int hp, int mp):
    ~if a.getMana() > mp:
    ~~a.setMana(mp)
    ~if a.getHealth() > hp:
    ~~a.setHealth(hp)
    ~if a.getHealth() < hp:
    ~~if a.expendMana(hp - a.getHealth()) == True and a.getHealth() > 0:
    ~~~a.setHealth(hp)
    ~~else:
    ~~~a.setMana(0)
    ~~~return True
    ~return False
    a.applyTimedEffect(400,"shield",onUpdate($Living,$int,a.getHealth(),a.getMana()))
    return 0

    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    Quote from Aterruit»

    You can easily crate classes using spell script. I wouldn't bet on frizzil throwing in LOADS of classes. A few maybe. We'll see.


    GUI starts getting funky for selecting classes after adding a couple, :(. Our server would have a lot more if we could.

    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    Quote from IsenBirch»

    I'm sorry for bothering but I am still unsure of how to use the script. I stuck it in a spellscript block, tried using a pressure plate, a lever, it just didn't work. So... I'm lost.


    oh boy

    this is why I do most of my testing on private multiplayer servers

    forgot single player's stuck in gamemode 1

    the way that block works is that hitting it will activate it with you as the activator basically


    give this a try before I go and actually go into single player, bleh:


    Player p = SERVER.getPlayer(yournamehere)

    int level = parseInt(levelhere)


    while p.getLvl() < level:


    ~if p.getLvl() > 99: #high level range, requires more xp


    ~~p.addExperience(100000) #added experience points


    ~if p.getLvl() > 20 and p.getLvl() < 100: #mid level range, doesn't require as much

    ~~p.addExperience(40000)


    ~else: #low level range

    ~~p.addExperience(100)

    return 0

    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    Quote from IsenBirch»

    a is out of scope


    woops

    replace a.getLvl() with p.getLvl()

    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    Quote from IsenBirch»

    How would you do this in single player if you are playing single player? Because the spellscript block says that the ID "arg" is not in scope.


    Player p = activator as Player

    int level = whatever


    while p.getLvl() < level:

    ~if p.getLvl() > 99:

    ~~p.addExperience(100000)

    ~if p.getLvl() > 20 and a.getLvl() < 100:

    ~~p.addExperience(40000)

    ~else:

    ~~p.addExperience(100)


    return 0

    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    Quote from IsenBirch»

    As it seems no one has seen my last post I will ask again. Can anyone give me the actual code to setting levels in H/M? I can't figure out what Player player or Living living is so... yeah....


    Put simply, Player or Living just indicates the category the specific input should be.

    Keep in mind that any Player is a Living and that any Living is an Entity.

    Methods that can apply to Living can be applied to Player.


    Here's some quick code for multiplayer (this is a command for multiplayer. single player spellscript boxes are meh to work with):

    Player p = SERVER.getPlayer(args[0]) #the Player "p" is your first input (as in /ss level player 10)

    int level = parseInt(args[1]) #the integer "level" is your second input (as in /ss level player 10)


    while p.getLvl() < level: #loop keeps running as long as target's level is lower than desired level


    ~if p.getLvl() > 99: #high level range, requires more xp

    ~~p.addExperience(100000) #added experience points


    ~if p.getLvl() > 20 and a.getLvl() < 100: #mid level range, doesn't require as much

    ~~p.addExperience(40000)


    ~else: #low level range

    ~~p.addExperience(100)

    return 0


    Spaces are marked by ~ because forum formatting is weird.

    This is of course very bare, it won't prevent the user making any errors or such.

    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    Quote from Joost8910»

    Really? How do I do it?

    The main part is that you have to keep in mind you can't actually SET it, but you can loop it with increments of XP until your desired level.
    Posted in: WIP Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    You can create commands, new classes, and various other things with the built-in Spellscript. Look on the H/M wiki for some information to start off.
    Posted in: WIP Mods
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