This is a mod that adds more items and weapons to Minecraft. This mod will try to achieve to have 50+weapons some of which are not in any other mod, and some boss mobs to go with the new powerful weapons. As of right now it has 17 weapons along with 2 defensive staffs, and will be updated every week or every other week and will add at least 1 new weapon along with possible bug fixes, and weapon tuning.
Staffs - most of the staffs have a recharge timer when in survival mode, and all will not break.
The Weapons:
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Dart Gun - for now shoots darts and will have many ammo types in the future. (works like a normal bow for now, and explosive and fire darts will be usable in the future). Right click will shot, another will reload, and holding will make it automatic in survival mode.
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Darts - The basic ammo type for the dart gun.
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Lightning staff - shoots a bolt of lightning from the sky when right-clicked, and will go though the ground if you are in a cave. 7 second recharge timer. Is as powerful as what a lightning bolt would be in that difficulty. Most powerful on hard and does very little on peaceful.
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Conjure Skeleton - Spawns a skeleton to aid you in battle. Will spawn next to you when your on the ground, and will spawn wherever you look when you jump. Will burn in sunlight. Stays alive for less than 2 min., and roughly a 2 min. recharge time.
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Conjure Zombie - same as skeleton, but with a zombie instead, and is slightly faster that a normal zombie. Will also not burn in sunlight.
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Healing Staff - fully heals the user, and will keep you alive if your starving as long as you don't take damage from anyone else. Recharge more than a min.
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Ice Staff - Shoots Ice pellets wherever you are looking, and will fall like a snowball. No recharge, has a base damage of 3.
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Blaze Staff - shoots a ghast fireball wherever you are looking at a certain distance. Very hard to use without killing yourself at close range. Jumping makes it easier to use as it won't hit the ground right as it spawns in. It is one of the most powerful staffs if you can master it.
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Fire Staff - Shoots a weak fireball that will burn the target on impact. No recharge, has a base damage of 2.
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Only one blaze powder is needed, not 2 (accidentally put in 2 for the pic.)
Explosive Dart - Explodes on impact... same base damage as normal arrow
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Fire Dart - Burns target on impact... same base damage as normal arrow
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Conjure Blaze - conjures a blaze to help you out in battle. Has a little more than double the health than a normal blaze.
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Conjure Giant - Yes a giant zombie to help you out. Takes 30 seconds longer to recharge than the normal conjure zombie, but is faster, and more powerful. Will go away in the same amount of time though.
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Conjure zombie on the bottom, and a non-shiny golden apple on top.
Ice Spike Staff - shoots an ice spike that deals 9 damage, and has a recharge time of 3 seconds. (temporary image for when you shoot the staff until I make a model)
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Daggers - a more powerful sword, but you cannot block. Instead you can throw the dagger, and it will always break(if not in creative mode). Same range as a sword. Has a base damage of 5 (wood), and a throwing damage of 7 (wood).
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replace the wood with either stone, iron, gold, or diamond for that kind of dagger
Machete - a normal iron sword that breaks leaves faster, and will not take damage by destroying leaves, vines, grass, and web blocks.
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Spear - a spear that does 7 points of damage, and will need to pick it up when thrown
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Defensive Staffs:
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Glass Staff - creates glass all around you to defend you from mobs and ranged attacks... Glass disappears after 5 seconds and a few more seconds of recharge. Can also trap mobs in as a trophy if you absolutely want to.
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Teleport Staff - teleports you almost anywhere 100 or less blocks away wherever you are looking. Only works if you are looking at a block and nothing is in between you and the block (like grass, mobs, or another block. Be careful as it can put you inside blocks if you look at a wall (best for going up trees as leaves won't suffocate you). No recharge.
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Items:
Long Stick - used to craft staffs for now
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Ruby/Ruby Ore - used to craft the staffs, and are as rare as diamonds
- You can find rubies for trade in a village between 16 - 25 emeralds as well as mining for it
Orbs - they are used as energy for the staffs, and you cannot use the staffs unless you have the orbs. Blue has 150 uses, red has 300, and green 750. They do not stack, so look out for your inventory space.
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Disclaimer: I am not responsible for any lost/corrupt worlds you may have as it is your fault for not backing them up. (I doubt it would do anything though, but need this here just incase).
Notes:
In Creative mode the staffs do not recharge or take damage, so you can spam the lightning staff if you want to in that.
How to download and install:
1. Download the mod here: http://dev.bukkit.or...-and-magecraft/
2. unzip it using 7zip or any other thing like that
3. open up your main minecraft.jar in %appdata%/.minecraft/bin using 7zip, ect.
4. back up the jar if you want
5. make sure you have modloader in your main jar and it WORKS
6. put everything inside the War and Magecraft Folder in the jar, but NOT the actual folder
7. If there is already a mods folder in your jar, then move the stuff that are in the mods folder (in the war and magecraft folder) to the one in the jar.
8. test out and if it works enjoy.
Will not work with mod that uses:
entity ID from -115 to -125
Item ID from 1499 to 1522
Block ID 170 to 172
**== Future Plans ==**
- more staffs
- turrets - coming soon
- Mage mobs*
- Boss Mobs*
- mage dimension*
* = will be later in the life cycle of this mod as I just started it, and will be started when I feel like I have enough items
If you find any bugs please post it here, as I can only test so much.
==Bugs==
- staff of destruction does not work - did that on purpose or your game will crash/give you severe lag if you use it... will fix it when I fix the crash.
- Turrets are not completed yet (you can place them down and craft them, but they do not shoot anything yet)
-Ammo gui does not work
* = fixed already for next update
PS: if you see any item that does not work when I release an update (in creative inventory), and I do not post what it does on here, then it will be in the next update (I am testing it out, and didn't finish is the reason for that)
**== Change Log ==**
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Beta 1.2
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-added the spear
Beta 1.1
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- added the glass staff and the teleport staff
Beta 1.01
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- updated to 1.4.6 - fixed a bug so you don't require a blue orb to use the blaze staff
Beta 1.0
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- updated to 1.4.5
- added orbs for "energy" for the staffs
- added a trade between villagers for the rubies
Alpha 1.3.2
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-updated for 1.4.2
Alpha 1.3.1
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- Fixed a bug where in Survival mode, you would lose a dart when reloading - Fixed a bug where you would pick up an arrow instead of a dart if a dart was on the ground
- Fixed a graphical glitch where the dart gun would show a quiver for a split second when shooting
- Alpha 1.3
Spoiler:
- Added a reload click to the dart gun, and made it so you do not have to hold it to shoot far.
- added the machete
- added the conjure zombie staff
- Alpha 1.2
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- Changed the crossbow into a dart gun for more mod compatibility
- added the dart, and changed the explosive / fire arrows into darts
- added in a gui to select ammo(not currently working in this update)
- Alpha 1.1.1
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- fixed a bug where conjure blaze behaves like a zombie
- fixed and created a model for throwing the daggers
- Alpha 1.1
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- fixed lightning staff bug where it will sometime hit you no matter where you aim.
- Made it so that you can shoot the blaze staff in the air now
- made an entity for ice spike staff
- added conjure blaze
- added daggers
LegoMasterMan10, on 28 August 2012 - 06:27 AM, said:
Very Very nice
Thanks!
Kiwisnapper, on 28 August 2012 - 08:04 AM, said:
Would you like to integrate your Weapons into my Skylands mod? I am in need of weapons.
Yea that would be cool, I looked at your mod and it look like you have a big project to do(like the Aether)... PM me for anything you need or how to work it out.
@ anyone and Everyone: If you ever want my weapons mod your mod please ask before you do it because I will usually only give it to people with certain kinds of projects. I do have a licence on my mod on bukkit so I can take down anything that uses my mod without my permission.
Next Update: Expected to be released around Friday sept. 8th sometime around 11 pm EST so check back that Saturday if you want the update. It is expected to include:
- entity for the ice spike staff to make it usable.
- another conjure staff of a mob
- a start on daggers (less range than a sword, but more damage... may be like a sword at first and will be fixed in a later update)
- anything else I finish depending on the bugs
If there is any mob that is in Minecraft that you would like to conjure, please tell me; please do not include Ghast or Creeper as they would cause some issues...
I will usually have an update post like the one above when I have a time-frame of when I will finish something. This is mainly for if you want the next update or not instead of waiting for an update to happen or people asking "When are you going to update" repeatedly as I see in some mod forums. If an new Minecraft update is released and I haven't posted an update time-frame, then please do not ask. Also, I do start my last year of HS next week so that is why it will not be out earlier so expect an update every other Friday or Saturday for the next month or so as I get back into things.
Yeah, a few bugs.
Staff of the blaze will often shoot a fireball at your feet, blowing yourself up :L
Staff of destruction and ice pellots do nothing
And i think thats it
Edited by Mr_boness, 01 September 2012 - 05:31 AM.
Ωηυ δο υου ινσιστ ον με χabινγκ a bίττι πυνχλινε ιν μυ σιγνιτυρε, ωηεν η κaν συμπλη σπεaκ γρεεκ?
Yeah, a few bugs.
Staff of the blaze will often shoot a fireball at your feet, blowing yourself up :L
Staff of destruction and ice pellots do nothing
And i think thats it
Yea I found some bugs too, reminds me to put a bug report... reasoning of the bugs you listed are in there now
I uploaded Alpha 1.1, and does have some bugs. Next week expect some bug fixes as I try and fix a rendering issue when you throw the daggers (3D model won't render), and the blaze entity error (I know what is causing it, it will just take me a while to fix). A new weapon or 2 will be added in 2 weeks as next weekend will be a bug fixing update.
Update more often
You should remove crossbows, (Mainly because they're buggy, and somewhat out of place) and replace them with machetes.
Which can be a sword, with the abilities of shears, just a suggestion :3
Ωηυ δο υου ινσιστ ον με χabινγκ a bίττι πυνχλινε ιν μυ σιγνιτυρε, ωηεν η κaν συμπλη σπεaκ γρεεκ?
Update more often
You should remove crossbows, (Mainly because they're buggy, and somewhat out of place) and replace them with machetes.
Which can be a sword, with the abilities of shears, just a suggestion :3
I would like to ideally update every other day, but I have school, work, and baseball to deal with and I only get so much time a week to program. I would like to keep the crossbow in for now as I plan on doing a lot of things with it for the future with an ammo slot in the inventory or in the crossbow or something like that. I will say it had no bugs in 1.2.5 and now that the code changed I need to learn the new arrow code more to make it better (its the arrows that's buggy, not the crossbow). Would you like me to remove the crossbow out now and add it in later? I plan on doing more weapons than just the staffs, that is why it seems out of place because I mostly only have staffs. Will do machetes in the future
Next update will be Saturday as I just fixed the rendering error for throwing the daggers and the entity error for the blaze should be fixed by then. (texture for daggers took a long time that is why no weapon updates this week)
diesel9012, on 11 September 2012 - 10:20 PM, said:
I would like to ideally update every other day, but I have school, work, and baseball to deal with and I only get so much time a week to program. I would like to keep the crossbow in for now as I plan on doing a lot of things with it for the future with an ammo slot in the inventory or in the crossbow or something like that. I will say it had no bugs in 1.2.5 and now that the code changed I need to learn the new arrow code more to make it better (its the arrows that's buggy, not the crossbow). Would you like me to remove the crossbow out now and add it in later? I plan on doing more weapons than just the staffs, that is why it seems out of place because I mostly only have staffs. Will do machetes in the future
Next update will be Saturday as I just fixed the rendering error for throwing the daggers and the entity error for the blaze should be fixed by then. (texture for daggers took a long time that is why no weapon updates this week)
You raise some fair points, and the reason for the crossbow is because there are so many awesome mods evolving purely around crossbows, effectively, you don't need to put effort into the crossbow because of those mods, although this is your mod and you can do whatever you want, i was just saying :3
Another thing that i don't really like about this mod, is the new ore, at least add some tools to go with it so that it is less dissapointing, or remove it and replace it with emeralds? Emeralds are about the same rarity of your new ore, and also a suggestion for your mod.
Cards, yeah yeah, sounds lame, it dosnt have to be cards in particular but i've been playing this game called spell sword, in this game when you collect cards, stuff happens, for example, a dark card when picked up will create a black hole and summon some black slimes on your team, so, i dunno, something like that XD
But don't let me being a dick to your mod stop you from adding whatever you want, i love this mod, it's just not compatible with the mods i currently use unfortunatly, but other than that, i did enjoy it while it lasted, this has potential to be one of the best mods out there, so good luck!
Ωηυ δο υου ινσιστ ον με χabινγκ a bίττι πυνχλινε ιν μυ σιγνιτυρε, ωηεν η κaν συμπλη σπεaκ γρεεκ?
You raise some fair points, and the reason for the crossbow is because there are so many awesome mods evolving purely around crossbows, effectively, you don't need to put effort into the crossbow because of those mods, although this is your mod and you can do whatever you want, i was just saying :3
Another thing that i don't really like about this mod, is the new ore, at least add some tools to go with it so that it is less dissapointing, or remove it and replace it with emeralds? Emeralds are about the same rarity of your new ore, and also a suggestion for your mod.
Cards, yeah yeah, sounds lame, it dosnt have to be cards in particular but i've been playing this game called spell sword, in this game when you collect cards, stuff happens, for example, a dark card when picked up will create a black hole and summon some black slimes on your team, so, i dunno, something like that XD
But don't let me being a dick to your mod stop you from adding whatever you want, i love this mod, it's just not compatible with the mods i currently use unfortunatly, but other than that, i did enjoy it while it lasted, this has potential to be one of the best mods out there, so good luck!
Thanks for your support! Now that I am looking at a lot of mods I will probably remove the crossbow, and change the code around a bit to make it into something else 2 updates from now and that will be one of the new weapons. The ore part I want for just weapons as I believe there are a lot of tool mod out there and I want to have this mostly as a weapon mod for now... if I add more ores / mage dimension then I Will add tools to go along with it, but for now I want it as weapons. Feedback is always appreciated and I want to hear what other people say as my ideas are not always the best. I will tend to give a reasoning to feedback if I will do it or not.
I will be doing a team game with this mod in the future though but keep it on the dl (more details when the time comes... I already have it planned out for multiplayer and just need to code it when I get a few things working). I like your idea but I have a spin on it that you might be able to figure out if you can find out what the staff of destruction will do.
Anyone who reads this do you want turrets soon or later (defend your base/home)? I will take a while though and I want to know if I should start it now or later as it might take me a month to perfect it with trial and error.
New update is up... Should of been up 9 hours ago but bukkit was being slow... This just fixes bugs. I had to re-make my post because the post decided to display the code without my doing so if you see anything wrong with it (like random code pieces or spelling mistakes) I will fix it tomorrow (Not looking over it now... its 2 AM where I live and need some sleep). Also added a pool to get some opinions. Expect the crossbow to be replaced with dart gun in next update, and the arrows will become darts (same image, different entity).
If you want to see something or see a bug please let me know. Also if you hear any audio bugs like lightning staff not making any sound let me know as I cannot test that because I don't have speakers to test them with.
I seriously love this mod, but whenever i try to install it it says something about trying to render an entity that does not exist?
Caused by: java.lang.IllegalArgumentException: The ModLoader mod mod_Weapons has tried to register an entity tracker for a non-existent entity type EntityFire
at cpw.mods.fml.common.registry.EntityRegistry.registerModLoaderEntity
^^
Also, the link is broken, the download one.
Ωηυ δο υου ινσιστ ον με χabινγκ a bίττι πυνχλινε ιν μυ σιγνιτυρε, ωηεν η κaν συμπλη σπεaκ γρεεκ?
I seriously love this mod, but whenever i try to install it it says something about trying to render an entity that does not exist?
Caused by: java.lang.IllegalArgumentException: The ModLoader mod mod_Weapons has tried to register an entity tracker for a non-existent entity type EntityFire
at cpw.mods.fml.common.registry.EntityRegistry.registerModLoaderEntity
^^
Also, the link is broken, the download one.
Ok I fixed the link. What mods are you using? It works for me with just modloader, so if it is not compatible with another mod I will change it so it works for it. The mod might have an entityfire class that is screwing up, and I will just change the class for you.