[1.2.3] Hack Slash Mine (Spellscript Update is out!)
#1402
Posted 10 June 2012 - 09:39 PM
RevVo98, on 10 June 2012 - 05:19 PM, said:

Here are all the icons for my skills as well as some changes to the original ones! PM me for the original 16x16 icons
#1403
Posted 10 June 2012 - 09:58 PM
#1404
Posted 10 June 2012 - 10:15 PM
#1405
Posted 10 June 2012 - 10:29 PM

Here are all the icons for my skills as well as some changes to the original ones! PM me for the original 16x16 icons
beatbox, on 10 June 2012 - 09:39 PM, said:

#1406
#1407
Posted 10 June 2012 - 10:36 PM
DigiTaLSniPeR43, on 10 June 2012 - 10:15 PM, said:
castlesRme, on 10 June 2012 - 10:31 PM, said:
EnderBlue, on 09 June 2012 - 06:54 PM, said:

#1409
Posted 11 June 2012 - 02:58 AM
#1410
#1411
Posted 11 June 2012 - 06:11 PM
#1412
Posted 11 June 2012 - 07:12 PM
bigcbarker, on 11 June 2012 - 06:11 PM, said:
What item did you sell, because to my knowledge when you give them "junk items" (aka flowers, gravel cobble, ect) they just give you nothing. Without the proper information, there will be no fix for your problem..
#1413
Posted 11 June 2012 - 07:16 PM
#1416
Posted 12 June 2012 - 05:17 PM
Greasysweet, on 12 June 2012 - 02:09 PM, said:
#1417
Posted 12 June 2012 - 05:29 PM

#1418
Posted 13 June 2012 - 07:38 AM
- Dimensions are fixed as best as I can tell! (ya never know, man)
- Phase Creepers are lookin' good! I may tuck them away until another patch if I can't make 'em juuuuust right
- Spells involving block physics! For example, a war stomp that pulses outward, knocking all blocks in it's path upward. It's already working really well (and some spells will be in the patch!), the time sink is that...
- It's required expanding the spell system to a much more powerful action/effect system! It'll allow buffs/debuffs and fix all the poison problems, as well as enabling rare spawns/bosses/mages/etc to have randomized spells of their own! (Not that it'll all happen at once
) Imagine the horror of getting Leashed repetitively by a rare spawn Orc Archer, or getting roflstomped by fissures of physic-y blocks propelled from a Minotaur! Oh just you wait... - MOAR BUG FEEXES
Zerg1984, on 08 June 2012 - 08:30 PM, said:
also, the poison debuff does work in multiplayer BUT your health bar will not turn green. Bug?
Currently there isn't a way to customize the features in Hack/Mine, although I could spend a day or two and knock it out if I wanted to (the systems thus far have been designed for it). Thing is, I don't imagine it being good policy to let everyone extensively customize the game this early on, so I'm waiting until I feel both the community and game are ready. It has a lot to do with SMP considerations that haven't come to light yet, such as the possibility of persistent characters that can travel between different servers-- mostly, I'll have to allow customization and prevent cheating, which is easy enough conceptually, just time consuming to implement.
However, total customization is going to happen, it's just not a current issue. Small nuggets of customization are already on their way, though... mostly, things I'm planning on crowd-sourcing because the community can do a better job than I ever could
MCEdit works? I've used it a long time ago, but I'm not entirely familiar with it. The block index limit in H/M was extended from 256 to 4096, which pushed all item IDs up by 3840 (though the /give command hides this from you). So if MCEdit lets you input raw values, I suppose you could get it working, if not at least glitchily placing pink blocks you know will appear correctly in Hack/Mine. Perhaps MCEdit could be configured to work with H/M through external files? If not, maybe it's open source or legally decompile-able and someone could make a few little adjustments to it?
The SMP poison color bug is an oldie that I've let slide for technical reasons, will be fixed with the buff/debuff system
InfinateX, on 10 June 2012 - 09:21 PM, said:
That would be grea for anybody making a server.
The problem is having clients know about added mobs on the server side-- I might can get something Spout-y going in the future, but as stated above, it ain't a good policy decision atm (though customization is planned for later)
RevVo98, on 10 June 2012 - 10:29 PM, said:

Here are all the icons for my skills as well as some changes to the original ones! PM me for the original 16x16 icons
yes i did it myself!
0_0 Those are some very nice icons you have there... I would be thrilled to use them! Uh, and I still haven't had time to read through all those spells XD In all likelihood, I'll loosely adapt both the icons and any ideas for spells that were purtikularly interwrestang. Thanks! Those icons are frickin' amazing...
castlesRme, on 10 June 2012 - 10:31 PM, said:
I think it did previously, though I never personally confirmed it. The block limit shifting to 4096 probably bwoke it.
Sgt_Church, on 11 June 2012 - 02:58 AM, said:
See above
Well everyone, the build will be out "quite soon," so hang tight! You were already hanging tight? Then hang more tightlier. Sorry for the delay! But we're a step better than "soon" and a step before "incredibly super nine-eleven-jokes too soon," which means we're relatively soon and, um, teeteringly offensive. So you be the little soon and I'll be the big soon and we'll call it even.
#1419
Posted 13 June 2012 - 07:52 AM












