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    posted a message on Custom NPCs

    Hey Daottoad, your comments were extremely helpful last time.


    I'm trying to make a "homemade" flying NPC in 1.7.10. (As I understand it, even in 1.11 the flying AI is wonky).


    I have the flying creature mounted on an invisible orb - for all intents and purposes, it looks like the NPC is flying. However, NPCs can't use melee attacks while mounted.


    Using projectiles with very short range just gets the mounted creature to accidentally punch its invisible orb mount.


    How do I cause a set amount of damage to the player whenever he collides with the creature?


    I've tried using an Instant Damage effect with the Collide tab but it doesn't seem to work, or I am just typing that aspect of the code incorrectly.

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs

    O great Daottoad, Scripter of NPCs, I thank you for your very helpful videos. My custom NPCs have had huge improvements in variety and combat strategy thanks to you.


    However, I have several requests for some functions in the 1.7.10 version, if at all possible.


    1. How can I force an NPC to make a sound via scripting without a message "Played sound @Equeon" appearing in the chat?


    2. Is it possible to produce a sound effect when an NPC uses the heal effect? I want to make it more obvious when spawned mobs are healing a boss.


    3. How can I make a custom NPC explode, like a creeper? What about routinely dealing damage in an area without dying? (Like a "pulse" every 10 seconds)

    I found the world.explode function but it crashes my game upon activation. What should a typical line for this look like?

    >explode(double x, double y, double z, float range, boolean fire, boolean grief)


    I have npc.getx, etc. for the coordinates, 1 for the range, 0 for fire and grief. But a crash with no log pops up each time.


    4. Can an NPC projectile create or modify the blocks where it lands? (Fire blocks on top of the ground, stone turning to ice, spitting custom acid clouds, etc). I know the world.setblock command, but not sure how to do this for where a projectile hits


    5. A few of your videos utilize a random function, but your examples only included switching weapon skins. How might I use a random function for combat or AI settings to make a more unpredictable fight (randomly sprinting, firing projectiles, etc).


    6. Is there a way to change an NPC's movement speed without spawning a new NPC?


    I've looked at the 1.7.10 modifiers for methods and haven't really found the answers to these questions.


    Thanks in advance! Hopefully these aren't impossible or too much of a pain to create.

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Damn, cockatrices too? Those are some of my favorite mythical creatures. Really looking forward to this mod coming out, even if it's in two years.

    Posted in: Minecraft Mods
  • 1

    posted a message on Custom NPCs
    Quote from daottoad»

    I left out the custom sounds idea of the video and didn't have time to redo but it;s in the description on how-to.

    That's awesome and very useful, thanks!
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from EthanLac»

    Can you please let zombies dual wield items in the new version of this mod? My map kinda depends on it! :blink:


    Can you not have a regular NPC dual wield with the "hug" pose, zombie sounds, burn in sun turned on, and type set to Undead?
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs

    In the future, would it be possible to have an option for changing an NPC into another when it enters combat? Perhaps with an option for a sound effect, too.


    You could use a nearly identical NPC with a different skin for flavor (angry wolf, or a villager with weapons drawn) or a completely different NPC for interesting combat (a druid that shifts into a bear, etc.)

    Posted in: Minecraft Mods
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    posted a message on Does Assets Folder Wipe on Startup?

    I installed Optifine and wanted to use the Randomobs option, so over the course of several hours I collected and created a ton of mobs skins to use. I put the "mob" folder in the "assets" folder, started up the game, and then spawned a few zombies to test out the function. It didn't work, so I quit the game and went to check the assets folder - my "mob" folder was GONE.


    I've searched my recycling bin, all other folders, the open recent function, but there's nothing. Was this supposed to happen? Should I have known to make a backup before putting something in the Assets folder? And how can I get it back?


    If I can't retrieve that folder, I'm going to be really upset that I spent hours making it only for it to disappear instantly.

    Posted in: Java Edition Support
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    posted a message on Custom NPCs

    Sorry for asking again, but I'd really love to know... do you have any plans to give more options to natural spawns? Biome or dimension-specific, or only at night, etc.


    If you do, then I can spend lots of time now creating custom mobs for the future. If this is unlikely to ever happen, I'd rather not bother.

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs

    Noppes, I know you plan to add some greater control over natural spawning custom NPCs, but do you ever plan to add an option or config for these NPCs to spawn only in specific biomes? That would be incredible. With that alone you would basically make any mob mod without custom models obsolete.

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from matt_baines»

    EVERYONE like this video if you support this mod.



    Great animation, but... that montage parody music, wow. Was not expecting that.
    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    That image link is broken. Try using imgur.com for images, I've never had a problem there and I don't think it will ever suddenly take down all of its images and convert to a paid model (looking at you, ImageShack...)

    Posted in: Minecraft Mods
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    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*
    Quote from THEVOLCO»

    there is a bug with hardcore ender Expansion. when u try to Launch the game this happens:


    http://pastebin.com/UkU8bwhT


    This bug still hasn't been fixed:
    java.lang.RuntimeException: A defective recipe has crashed the game! Another mod is creating recipes with non-existent blocks or items, which is a serious error that will cause item or even world loss when crafting these recipes. Corrupted recipes have been saved in the log with tag [HEE-ORB], please try to find which mod they belong to and report them to the respective modder. Then enable the 'overrideRemoveBrokenRecipes' option in Hardcore Ender Expansion and the game will start.
    at net.minecraft.item.ItemStack.func_77984_f(Unknown Source) ~[add.class:?]
    at net.minecraft.item.ItemStack.func_77951_h(Unknown Source) ~[add.class:?]
    at chylex.hee.mechanics.orb.OrbAcquirableItems.addItemToList(OrbAcquirableItems.java:156) ~[OrbAcquirableItems.class:?]
    at chylex.hee.mechanics.orb.OrbAcquirableItems.initialize(OrbAcquirableItems.java:75) ~[OrbAcquirableItems.class:?]
    at chylex.hee.HardcoreEnderExpansion.onPostInit(HardcoreEnderExpansion.java:168) ~[HardcoreEnderExpansion.class:?]
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_25]
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_25]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]

    Whatever it is, it's a conflict between the two mods, because the Hardcore Ender Expansion works fine by itself.
    Posted in: WIP Mods
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    posted a message on Exotic Birds - Herons, Owls, Pelicans and MORE!

    To be fair, I used redstone as an example because players who use it do have an advantage over those who don't (endless supply of monster drops, easy harvesting, etc.) Still, looking back again, I agree that directly buffing the player's damage is not a good or interesting mechanic, so I've changed this.


    Would you consider the different non-combat buffs to be acceptable, like the owl's nightvision and the slightly increased movement speed when you're in an area that your bird is scouting?


    Regardless, I'm glad we can resolve this civilly. Nothing like arguing back and forth on the Internet only for neither party to change their opinion. :P

    Posted in: Minecraft Mods
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    posted a message on Exotic Birds - Herons, Owls, Pelicans and MORE!

    Beware, long response ahead! I had to break it up because this forum has the most broken and frustrating formatting I've ever seen. I couldn't just put it in one spoiler, unfortunately.


    Quote from Silvercatcher»

    Well, in a game where you tame wolves by feeding them with bones and then lead them to die in lava, I don't see why birds should deserve a special bonding and abilities.




    I'm not sure what you're trying to say here. Just because taming a wolf in the vanilla has no depth, so should other animals added in mods?
    Pavo plans to add bird perches or cages. There are no dog beds or doghouses or anything like that in vanilla, so by that same logic, bird accessories shouldn't be implemented.

    However, this is a mod specifically dedicated to birds, and is by nature more complicated and specific than taming a wolf -- one of the simplest mechanics ever added to the default game. If you weren't aware, enough people were unsatisfied with the wolf that there is now a massive mod dedicated to implementing unique content that is "Better than Wolves".


    And I would choose pet birds based on which ones I find and some realistic stats, like more power for eagles, more speed for falcons, etc.




    That's exactly what I included in my post. It's not like you can't have different stats without special abilities... it's called a suggestion for a reason, and those aspects can easily be separated.


    Sorry, but I just don't like it when animal mods try to make the whole game centered around themselves. I want them for atmosphere, for hunting and breeding and if there are pets, they should not be so much more special than dogs and cats.




    Sure. I respect that opinion and I also love mobs that add to the atmosphere. However, I wouldn't say adding complexity to a falconry system makes the game "centered around itself". Take, for example, redstone in the default game. There is such a wealth of incredible creations you can make with redstone, even in survival mode. You can easily use redstone to create incredible contraptions, automatic harvesting systems, mob farms, etc., to the point that you could almost argue the game is "centered around redstone".

    However, I much prefer the adventure and exploration aspects of Minecraft, so I rarely, if ever, use redstone in my survival worlds. Those who are interested in redstone, however, can enjoy it for its full potential. It all works out!
    If you download a bird mod with falconry, no one would force you to have to tame an owl and level it up. If such a system were implemented, a toggle in a config file would certainly solve any of those issues.


    I also disagree that "they should not be much more special than dogs or cats". As I said before, I personally find the default pets in Minecraft quite dull. Taming a wolf in Minecraft is just that - taming a wolf. But if this Exotic Bird mod actually adds falconry - not just "taming hawks", but "falconry", that implies a slightly different mindset from simply right-clicking on a mob a few times and maybe being able to hunt with it.

    Take a look at this summary/introduction to falconry.

    Here's the first part of that page:

    "Falconry is an art. It requires long hours, constant devotion, finesse, subtlety and skill. The falconer must train a bird of prey to fly free, hunt for a human being and then accept a return to captivity.'Falconry is not a hobby; it’s a lifestyle.'"

    That's why I believe the birds "deserve a special bonding and abilities." Not everything in real life should be accurately represented in Minecraft, or it wouldn't be game anymore. But this suggestion is for a practice whose very core revolves around developing a close understanding of the birds you hunt with.

    I figured this would be best reflected by a leveling system similar to the player's, with abilities marking milestones in the falcon and falconer's bond.

    As I mentioned, you can easily pick and choose different aspects of the suggestion that you like or don't like. It's not an all-or-nothing deal.

    I included all those abilities because some seemed necessary to have at all - like item delivery, guarding an area, and acting as a message carrier - while others provided a unique aspect for each different species.


    Maybe it's just me, but I like to mix two or three animal mods, especially when one of them is just adding marine life or birds and I just cannot stand it when each of them brings some super-special mechanics, armor an items with them. But maybe that's just me. ;)




    I respect that opinion as well. Personally, I go out of my way to have as many quality mob mods as possible, while still using spawning mods to keep them in check. If a mod adds something that I feel to be too powerful, I disable that aspect or just don't use it ingame. Each player will have a different preference and attitude towards mods, and I was sure that some people would dislike the "RPG" aspect of a bird giving you a buff. Others might like all the different aspects of falconry.

    At the end of the day, I'll let Pavo figure out what he wants to put in his own mod. :)

    Posted in: Minecraft Mods
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    posted a message on Exotic Birds - Herons, Owls, Pelicans and MORE!

    Well, how else could you make the different types of birds have unique differences in combat? How else could you provide a unique choice for using one type of bird over the other?


    Obviously it's up to Pavo if he cares to add a system like that in the first place, but I think it works well enough. A buff system allows the player to develop a closer bond with the birds as they level up and gain new ways to help you - reflecting the years-long bonding process of real-life falconry, while still adding an actual ingame incentive.


    As for the parrot screech, I agree that "nauseated" might not be the best effect, but a short 2-3 second screen wobble is the closest you can get to a "dazed" or "deafened" effect without much work. If I heard this


    (skip to 1:37)


    or this

    (skip to 0:10)

    in my ear as I was trying to attack something, I would be momentarily distracted, too.

    Posted in: Minecraft Mods
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