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    posted a message on W.I.P - Draco Animus: Minecraft through a Dragon's Eyes ~ On Hold ~ In need of experienced coder

    About the way you get fireballs I think would be cool the amount you gain per kill would increase as you level up

    Posted in: WIP Mods
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    posted a message on W.I.P - Draco Animus: Minecraft through a Dragon's Eyes ~ On Hold ~ In need of experienced coder
    Quote from wildbill22»

    You will start out as a dragon and stay as a dragon.


    We are looking for ideas of how a dragon to human and human to dragon transformation would work. So would you need an item? Where would you find that item if needed? Would the item be reusable? Wear out? So you right click it? Maybe you have to cast a spell, if so, how would that work? So a cool down period between changing? A different item for each dragon type? If not, how to select the type?


    So you see, lots of details we haven't worked out :)


    I think would be cool being a amulet that right clicking change your form, if you lost you may be trapped as a human until you find it again, it could be found on the strongholds or on some dungeons made by the mod which has alot of dragon hunters too trying to find it, the amulet could be something created a long time ago by some dragons to live with humans but the amulet was lost as the time passed and this dungeon could be some sort of a ruined cave where a dragon has lived

    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD
    Quote from maxanier»

    Regarding my earlier questions, thanks for the answers, here is what I think I will do:
    1. Ok no minions in that mode
    2. I think I will make them permanent, but cheap and limited in quantity. Blood collecting minions sound cool.
    3. Probably seperated, but with some drawbacks like TheBeastCH suggested
    4. Ok, we might implement the real vampire lord mode as max level (and no instant death, sorry anton99). That would mean the player has to reach the highest implemented level and then has to kill dracula or so to become the real vampire lord. But that would mean you could only have minions when you are almost "done" with the mod, maybe you could have one or two minions at an earlier point.

    Does that sound good?

    P.S. Can someone explain the the vampire lord transformation in Skyrim to me, I thought it was something temporary like the werewolf transformation.

    P.P.S. This forum-post-editor is sh*t


    The vampire lord transformation makes the vampire looks alot more demonic the transformation is infinite you activate or desactivate as you wish without any cooldown but the cost will be everyone being hostile to you, in this form the player is grantes with the following things:


    More points in Mana, Health and Stamina(not sure about stamina)

    A powerful claw attack which inflicts poison after unlocking in perk (in dawnguard vampires and werewolf have they perk tree too)

    Able to float in water since they have wings

    Bats come to help the vampire lord dealing damage to enemies (only by unlocking the perk)


    the night power which can be toggled are:


    Bats Form which makes then travels distances (its more like a whirlwind sprint)

    Mist Form which makes then unable to attack or being attacked, used mostly to regen health safely or escape

    Supernatural reflexes : slow the time around while remaing fast

    Detect All creatures


    Also blood magic:


    Drain Life (unlocked by default): a magic bolt which drains the foe life

    Raise Dead(unlocked by default): the same as the raise zombie in vanilla skyrim

    Vampiric Grip(unlocked with perk): essentially the same as using the force on star wars making you able to lift and throw enemies

    Corpse Curse(unlocked with perk): paralyze enemies for 10 seconds


    also the skyrim power attack becomes a power bite which is the same as feeding on someone

    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD
    Quote from maxanier»

    http://www.dict.cc/?s=frenzy

    But as a German its sounds funny to me as well.


    Ok, I think we will rename it, but then some more question come up:

    1. Should you still have minions spawning around you when in rage/frenzy mode?

    2. Should you have fighting or mining minions when not in rage mode. How do you get them. Are they permanent until they die?

    3. Should you be able to transform into a bat when in rage mode or always (of course with cooldown and min. level requirement)?

    4. If it's just a rage mode, it will be "cheap" (just a cooldown) and short. Should there be some other kind of vampire lord transformation which is expensive, but e.g. stays until you die?


    1- I think ould be better keeping for the another form

    2- Both, it could be the villagers becoming your servants after you bite then, then give then a sword or a pickaxe for what they should do

    3- Bat transformation should be a different ability not merged with vampire lord or rage

    4- Yes something pretty much like skyrim or something like dracula true form from the castlevania series

    Posted in: WIP Mods
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    posted a message on Project Superhuman: No longer WIP. Please visit main mod section for latest releases.
    I really liked the armor balance in this update, but darknight do you plan on adding Spawn(from image comics)?
    Posted in: WIP Mods
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    posted a message on W.I.P - Draco Animus: Minecraft through a Dragon's Eyes ~ On Hold ~ In need of experienced coder
    About open and close te dragon mouth I don't know if it works for player models but there is a program that let you animate models directly when you are making then, I think the name is MCAnimator or something like that, and I have readed you can import techne models to ir
    Posted in: WIP Mods
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    posted a message on W.I.P - Draco Animus: Minecraft through a Dragon's Eyes ~ On Hold ~ In need of experienced coder
    Quote from wildbill22»
    Sounds pretty cool. I hope we can eventually do some dragons with some very different abilities similar to this :)

    One thing I've done some work on is two types of fireballs. I'd like some feedback on what people think about how they should work.

    So one just catches any Entity the fireball hits on fire. It doesn't catch buildings on fire. The other fireball is explosive. At the moment it just has a small explosion (could be made bigger). It also catches things it hits on fire, including the buildings. Now to keep these from being too OP, I'm thinking you would only randomly get one or the other for each mob you kill.

    The player dragon will start out at level 1. You will level up based on a yet to be determined formula. It is also possible that these built in dragon weapons (the fireballs) will increase in power as the player dragon levels up.

    I think would be better to lets say start with a super weak version of the common fireball and as you level up it gets stronger dealing more damage and make entities burn longer, and after reaching a certain level you could toggle between the explosive and the common one, I think they are good the way now but a flamethrower breath is planned?
    Posted in: WIP Mods
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    posted a message on W.I.P - Draco Animus: Minecraft through a Dragon's Eyes ~ On Hold ~ In need of experienced coder
    Well I made some testing and some suggestions (also do you want for me list the bugs I found? or do already know every one)

    well for the weapons I suggest something like custom renderer so it looks different on the sizes so the long sword can be bigger than a normal sword
    (sorry if its too hard but I never knew the difficulty of maing a custom render)

    reverse the side of the crossbow texture in the first person because it looks a bit weird right now

    also I think the spear should work like a bow where you hold to do more damage and have a larger reach
    Posted in: WIP Mods
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    posted a message on Project Superhuman: No longer WIP. Please visit main mod section for latest releases.
    Quote from tlr13»
    i like it but i cant afford it

    same
    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD
    Quote from maxanier»

    "also how can I change the base damage of the normal punch?" what do you mean with that, do you want to change the punch damage with this mod, or something else? Maybe we could replace the standard punch which some sort of bite which gives damage

    sorry for not specifying correctly, is because the strength buff only works with weapons I think would be cool to make the punch stronger, and I thinked there was a way to make it stronger in the config, but yeah some sort of claw/bite attack would be better
    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD
    Pretty cool mod, the best vampire mod Ive seen in a long time, but some suggestions:

    I guess there should be a chance of the mob getting a vampire version instead of 100% and instead of become a vampire certain mobs could be zombified and somewhat get tamed

    The sun damage should be fire damage that would extinguish when gettting to a shadow

    Wolfs should always be agressive to you

    also how can I change the base damage of the normal punch?
    Posted in: WIP Mods
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    posted a message on [1.7.10] GODZILLA MOD - NOW APART OF THE LEGEND MOD
    Quote from Tihyo»

    Okay fixed that! :)

    Yep fixed that too.

    Yeah, did you get V1.6.5 (well not coming v1.6.6). If so, once his texture changes it's 30 seconds after that. Yeah I know it's a bit laggy (probably the most laggy thing we will ever have) but it does make since. In the movies it said if he blew up, it WOULD destroy the universe soo... lag is kinda appropriate if you think about it! :P

    Tihyo could you make battra more agressive? because he only attack mobs when they attack him like king kong, he is neutral to him until king kong attacks, I don't know if this change much but battra larva almost killed kong leaving him with less than 1000 of hp but battra leaves him around 2500 hp
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] GODZILLA MOD - NOW APART OF THE LEGEND MOD
    Quote from Tihyo»

    Okay I know the problem and I've fixed it in code. Now we all have two options. One, I guess I could have V1.6.6 which fixes that and the glitch were the ores drop their ingots instead and potentially add Shockirus. Or, we can wait till V1.7. What do you guys want to do?

    what you prefer. Also tihyo did you get my crash report from the shobijin bug?
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] GODZILLA MOD - NOW APART OF THE LEGEND MOD
    Tihyo there is still a bug that hasn't been fixed, the shobijin crash, when they die the game closes without a crash report but I managed to grab one at the .minecraft, also this crash corrupt the world so it isn't usable anymore

    Also king kong despawn when struck by a lightning

    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(
    Time: 21/02/15 20:29
    Description: Ticking entity
    java.lang.ClassCastException: com.tihyo.godzilla.mobmothra.EntityMothraMob cannot be cast to net.minecraft.entity.player.EntityPlayer
    at com.tihyo.godzilla.mobshobijin.EntityShobijinMob.func_82167_n(EntityShobijinMob.java:113)
    at net.minecraft.entity.EntityLivingBase.func_85033_bc(EntityLivingBase.java:1840)
    at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1820)
    at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:367)
    at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:95)
    at net.minecraft.entity.passive.EntityAnimal.func_70636_d(SourceFile:37)
    at com.tihyo.godzilla.mobshobijin.EntityShobijinMob.func_70636_d(EntityShobijinMob.java:107)
    at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1611)
    at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:206)
    at net.minecraft.world.World.func_72866_a(World.java:2070)
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
    at net.minecraft.world.World.func_72870_g(World.java:2034)
    at WorldServerOF.func_72870_g(WorldServerOF.java:394)
    at net.minecraft.world.World.func_72939_s(World.java:1887)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    -- Head --
    Stacktrace:
    at com.tihyo.godzilla.mobshobijin.EntityShobijinMob.func_82167_n(EntityShobijinMob.java:113)
    at net.minecraft.entity.EntityLivingBase.func_85033_bc(EntityLivingBase.java:1840)
    at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1820)
    at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:367)
    at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:95)
    at net.minecraft.entity.passive.EntityAnimal.func_70636_d(SourceFile:37)
    at com.tihyo.godzilla.mobshobijin.EntityShobijinMob.func_70636_d(EntityShobijinMob.java:107)
    at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1611)
    at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:206)
    at net.minecraft.world.World.func_72866_a(World.java:2070)
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
    at net.minecraft.world.World.func_72870_g(World.java:2034)
    at WorldServerOF.func_72870_g(WorldServerOF.java:394)
    -- Entity being ticked --
    Details:
    Entity Type: Shobijin (com.tihyo.godzilla.mobshobijin.EntityShobijinMob)
    Entity ID: 29247
    Entity Name: The Shobijin
    Entity's Exact location: -14,10, 96,36, -129,52
    Entity's Block location: World: (-15,96,-130), Chunk: (at 1,6,14 in -1,-9; contains blocks -16,0,-144 to -1,255,-129), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
    Entity's Momentum: 0,22, 0,28, -0,01
    Stacktrace:
    at net.minecraft.world.World.func_72939_s(World.java:1887)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
    -- Affected level --
    Details:
    Level name: New World
    All players: 1 total; [EntityPlayerMP['vergil12'/208, l='New World', x=-15,40, y=96,37, z=-129,44]]
    Chunk stats: ServerChunkCache: 573 Drop: 0
    Level seed: -5554231021460541235
    Level generator: ID 00 - default, ver 1. Features enabled: true
    Level generator options:
    Level spawn location: World: (-232,64,-220), Chunk: (at 8,4,4 in -15,-14; contains blocks -240,0,-224 to -225,255,-209), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
    Level time: 2589 game time, 2589 day time
    Level dimension: 0
    Level storage version: 0x04ABD - Anvil
    Level weather: Rain time: 67216 (now: false), thunder time: 119257 (now: false)
    Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
    Stacktrace:
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 8 (x86) version 6.2
    Java Version: 1.7.0_65, Oracle Corporation
    Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
    Memory: 115138968 bytes (109 MB) / 431906816 bytes (411 MB) up to 518979584 bytes (494 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
    FML: MCP v9.05 FML v7.10.85.1291 Minecraft Forge 10.13.2.1291 Optifine OptiFine_1.7.10_HD_A4 8 mods loaded, 8 mods active
    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML{7.10.85.1291} [Forge Mod Loader] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge{10.13.2.1291} [Minecraft Forge] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CodeChickenCore{1.0.2.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    NotEnoughItems{1.0.2.15} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.2.15-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    DamageIndicatorsMod{3.2.0} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.0 (1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    godzillamod{1.6.5} [Godzilla Mod] (Godzilla Mod-1.7.10-1.6.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Player Count: 1 / 8; [EntityPlayerMP['vergil12'/208, l='New World', x=-15,40, y=96,37, z=-129,44]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Posted in: Minecraft Mods
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