Maybe throwing? For any tool. For example, you could tomahawk people. You could also throw swords. Maybe add a config file if this would replace blocking, as I think blocking is useless. It would have an actual model and spin, and the model would be a 1 pixel thin copy of the thrown tool/sword. Maybe it could stick into mobs and cause DOT? Or make poison that could do that. Maybe an animation in third person showing you throwing the tool in an arch over your shoulder.
I know this could take FOREVER to program/code, I just think these are cool ideas.
Rollback Post to RevisionRollBack
GENERATION 27: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
V1.0.0 is complete, with the most changes of any patch yet. Just doing some final testing to make sure everything functions as expected and then I'll upload!
- We're live, folks! Welcome to the full release (more will still be added, but I think it's at a point where it's enough to be called a "complete" mod
- Rudimentary jump animation for mobs and player when not on creative mode - causes issues when flying otherwise
- Animations are now part of the attacks for all entities - Entity is grabbed when attack starts but only attacked when on ground and halfway through animation
- Slowed down attacks - normal attack slightly, swipe attack significantly
- Skeletons and zombies can crit on power (jumping) attacks now
- Skeletons and zombies will only power attack if their target is blocking
- Minimized the code called each tick in game for better performance
- Melee skeletons can now block
- Blocking changed to reduce damage based on the material of the equipped sword - wood = 1/5 damage, diamond = no damage.
- Better equipped mobs - higher leveled - are smarter and will counter their targets more effectively
- Blocking skeletons aren't knocked back
- Blocking only prevents damage if the crouching state of the defending entity matches that of the attacking entity, as well as only if you are facing the attacking entity
- The player can't block if swinging and can't swing if blocking. Same for skeletons.
- If the player / skeleton / zombie are hit while in the air power attacking, they'll be knocked back
- Zombie Pigmen got the skeleton treatment - anything here that says skeleton also applies to pigmen, but they still have the default pigmen behavior
- Spawn rates modified - Combat++ mobs' group spawning numbers halved, spawn rates doubled. Conjurers spawn at the same rate as Endermen.
- Fixed a couple null pointer exceptions that I missed somehow
At this point, I'm gonna contact a mod to have this thread moved to the main mod forums, as it's at a point that I consider good enough for release. Here's where the fun really starts!
Edit: First post restructured and reported for movement. Hopefully it's moved when I wake up!
Hmm from the looks of the updates I like where this mod is going, can't wait to try it, in the meantime incase you miss my .tell: java.lang.ClassCastException: My_RenderPlayer cannot be cast to zr (RenderPlayer)
Heck yes. I'm really glad this mod remained on its feet.
I'm hoping that perhaps you could work with Divisor, who brought us the Smart Moving mod, so you can use his Stamina system to make battle tiring for the player, and more strategic.
Hmm from the looks of the updates I like where this mod is going, can't wait to try it, in the meantime incase you miss my .tell: java.lang.ClassCastException: My_RenderPlayer cannot be cast to zr (RenderPlayer)
New bug maybe?
Haven't been on IRC yet - I'll check in a minute when I get on my laptop. Where is this happening? I know it happens in ItemRenderer if you install forge after Combat++, which is the reason for the install order :tongue.gif:
Heck yes. I'm really glad this mod remained on its feet.
I'm hoping that perhaps you could work with Divisor, who brought us the Smart Moving mod, so you can use his Stamina system to make battle tiring for the player, and more strategic.
Hrm, didn't even think of that! Good idea, I'll look into it.
my ideas for this mod: equitable shields,diffrent types of swords,and swords on the back and a equitpable quiver.
Without dual wield - which is something I looked into previously and had some issues with, but am thinking about looking into again - the shields would effectively be like swords that can't attack. However, I may yet add new types of weapons, but no guarantees. Sword sheathing would be incredibly hard to accomplish without a major re-write of the game itself, and, unless I can figure out how to do it without doing that, it'll probably be out of the question. Same for the equippable quiver, but I might add quivers to the game, and will possibly look into equipping items, because I like the idea.
In other news, I'm working on fixing the two known bugs with this version; it looks like the spawning of old zombie pigmen in fortresses might be a little hard to fix as it's a hard coded spawn list, but I'm working on it. Also planning on adding dynamic exhaustion to melee attacks and blocking.
Uh, is this mod compatible with Smart Moving? And just to make sure, how do I install the mod? Do I drag the files into the minecraft.jar or do I put them in the mods folder?
Without dual wield - which is something I looked into previously and had some issues with, but am thinking about looking into again - the shields would effectively be like swords that can't attack. However, I may yet add new types of weapons, but no guarantees. Sword sheathing would be incredibly hard to accomplish without a major re-write of the game itself, and, unless I can figure out how to do it without doing that, it'll probably be out of the question. Same for the equippable quiver, but I might add quivers to the game, and will possibly look into equipping items, because I like the idea.
In other news, I'm working on fixing the two known bugs with this version; it looks like the spawning of old zombie pigmen in fortresses might be a little hard to fix as it's a hard coded spawn list, but I'm working on it. Also planning on adding dynamic exhaustion to melee attacks and blocking.
well i guess i could live with out sword sheathing and the others were really cool and possible also there was a dualwield mod you could update it and add it to the mod with the consent of its maker course.
Uh, is this mod compatible with Smart Moving? And just to make sure, how do I install the mod? Do I drag the files into the minecraft.jar or do I put them in the mods folder?
Unfortunately, it doesn't appear so in the current version of Combat++; I'm going to work on fixing the issue that's causing it - I need to modify some of my player renderer class so I can properly extend RenderPlayer, which will fix a couple errors. Hopefully in the next release I will have the problem solved, along with some other issues that cropped up.
Instead of making dual wield, why dont if you have a shield in your inventory, it will automaticly equip with your sword as you use the sword alone. As you use the sword there will be a shiled on your left hand, press right click and block. Anyway, gona test this version :biggrin.gif:
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-=* I support TobiwanK3nobi's Inspiration 32x Texture Pack *=-
please put a jump attack where you jump in the air and attack then the sword goes directly in front of u and swings down while in air.And a spin attack where you hold f and attack then you spin with the sword in front of you and it damages every mob right by you
Rollback Post to RevisionRollBack
I ve Been sniping for our country.Now We need you to snipe.Sniper Land
Instead of making dual wield, why dont if you have a shield in your inventory, it will automaticly equip with your sword as you use the sword alone. As you use the sword there will be a shiled on your left hand, press right click and block. Anyway, gona test this version :biggrin.gif:
There's a mod that's being worked on by another member of #risucraft that has shields involved, I've been debating talking to him about some sort of functionality / confirmed compatibility between Combat++ and his mod, when it's released.
please put a jump attack where you jump in the air and attack then the sword goes directly in front of u and swings down while in air.And a spin attack where you hold f and attack then you spin with the sword in front of you and it damages every mob right by you
The power attack is effectively the jump attack, only at a different angle. It's kind of hard to tell, but the sword pauses until you land. I'm kinda lousy at matrix transformation which means that my animation skills are rather sub par...
About the spin attack - I've thought of it before and like the idea - but it might be based on strafe movement (left / right) instead of a button press. I could probably make this fairly simple for the next release as v1.1.0 is currently in my final testing stages and should be ready for release before the night is out.
Exhaustion added to the new sword swings, as well as blocking and taking damage. Blocking adds less exhaustion than taking flat damage
Damage immune mobs - ex: those that are blocking with diamond swords - no longer appear to be taking damage
Player Renderer issues fixed - Now properly compatible with mods that modify RenderPlayer, as well as eliminating the crash caused by installing MC Forge after Combat++
New Zombie Pigmen properly spawn in Nether Fortresses now... unfortunately as there were issues with this, resulting in the need to modify a new base class. This class is specific to Nether strongholds, so compatibility should not be affected unless it's a mod that I haven't heard of.
Edit: Installing MC Forge after installing Combat++ will not crash anymore, but instead will just not show animations in first person, also now compatible with mods like Smart Moving, but it appears that Smart Moving takes priority. This is based on functionality of Player API.
About different weapons, May you add Daggers? Not throwing, like daggers for stealth. Possibly could you make it to where sneaking makes mobs not detect you at a cerain range/angle? Then a dagger could do extra damage when you're undetected. Also, what are your thoughts on assassination animations? I honestly think "Sneak" Doesn't live up to it's name except in PvP or helping my buds get rid of Griefers/Grief the Griefers.
Also, I'd like to have ranged mechanics :biggrin.gif: I think bows are pretty useless unless you charge them, and honestly any mod that adds crossbows is better than the vanilla bow... That should be different.
Also, have you thought of doing hit differences? (Headshots kill instantly, Torso does normal damage, Leg hits do low damage)
About different weapons, May you add Daggers? Not throwing, like daggers for stealth. Possibly could you make it to where sneaking makes mobs not detect you at a cerain range/angle? Then a dagger could do extra damage when you're undetected. Also, what are your thoughts on assassination animations? I honestly think "Sneak" Doesn't live up to it's name except in PvP or helping my buds get rid of Griefers/Grief the Griefers.
Also, I'd like to have ranged mechanics :biggrin.gif: I think bows are pretty useless unless you charge them, and honestly any mod that adds crossbows is better than the vanilla bow... That should be different.
Also, have you thought of doing hit differences? (Headshots kill instantly, Torso does normal damage, Leg hits do low damage)
I've been thinking on daggers and how to accomplish it, because one of my ideas was the ability to have daggers as one item that would render as two. This is pretty much the "if I can accomplish this, I can make dual wielding" step. It'll require a lot of OpenGL work, but if (key word being if) I can make it work, I'm going to add dual wielding to Combat++, which will bring with it off hand usage and whole new mechanics. But that's a big if that's not nearly so simple as "put a variable here and assign an item to it"
I'm trying to redefine sneaking as crouching; it simply lets you get a lower attack at the target. Skyrim esque stealth killing animations are not currently in the works.
Ranged mechanics are in the works, albeit loosely. I currently have my own files for the bow item and the arrow entity that I have already replaced the defaults with. They will have no ill effects on the game if you uninstall Combat++, as the bow perfectly replaces the original. I've got some ideas right now about items with right click functionality to change how either the bow or arrows work, but that's going to wait until I have some more solid ideas and make sure that the current release is as bug free as possible. One example is an orb that causes arrows to spawn torches at the location they impact, or an item that halves bow draw speed and damage, etc. All I have to figure out how to do (that I don't already know or will be able to figure out fairly easy) is to remotely damage an item, but I don't think that's too hard.
I know this could take FOREVER to program/code, I just think these are cool ideas.
- Download
Change log:
- We're live, folks! Welcome to the full release (more will still be added, but I think it's at a point where it's enough to be called a "complete" mod
- Rudimentary jump animation for mobs and player when not on creative mode - causes issues when flying otherwise
- Animations are now part of the attacks for all entities - Entity is grabbed when attack starts but only attacked when on ground and halfway through animation
- Slowed down attacks - normal attack slightly, swipe attack significantly
- Skeletons and zombies can crit on power (jumping) attacks now
- Skeletons and zombies will only power attack if their target is blocking
- Minimized the code called each tick in game for better performance
- Melee skeletons can now block
- Blocking changed to reduce damage based on the material of the equipped sword - wood = 1/5 damage, diamond = no damage.
- Better equipped mobs - higher leveled - are smarter and will counter their targets more effectively
- Blocking skeletons aren't knocked back
- Blocking only prevents damage if the crouching state of the defending entity matches that of the attacking entity, as well as only if you are facing the attacking entity
- The player can't block if swinging and can't swing if blocking. Same for skeletons.
- If the player / skeleton / zombie are hit while in the air power attacking, they'll be knocked back
- Zombie Pigmen got the skeleton treatment - anything here that says skeleton also applies to pigmen, but they still have the default pigmen behavior
- Spawn rates modified - Combat++ mobs' group spawning numbers halved, spawn rates doubled. Conjurers spawn at the same rate as Endermen.
- Fixed a couple null pointer exceptions that I missed somehow
At this point, I'm gonna contact a mod to have this thread moved to the main mod forums, as it's at a point that I consider good enough for release. Here's where the fun really starts!
Edit: First post restructured and reported for movement. Hopefully it's moved when I wake up!
New bug maybe?
Into the cellar! There's a ternader a'comin!
I'm hoping that perhaps you could work with Divisor, who brought us the Smart Moving mod, so you can use his Stamina system to make battle tiring for the player, and more strategic.
Haven't been on IRC yet - I'll check in a minute when I get on my laptop. Where is this happening? I know it happens in ItemRenderer if you install forge after Combat++, which is the reason for the install order :tongue.gif:
Hrm, didn't even think of that! Good idea, I'll look into it.
Without dual wield - which is something I looked into previously and had some issues with, but am thinking about looking into again - the shields would effectively be like swords that can't attack. However, I may yet add new types of weapons, but no guarantees. Sword sheathing would be incredibly hard to accomplish without a major re-write of the game itself, and, unless I can figure out how to do it without doing that, it'll probably be out of the question. Same for the equippable quiver, but I might add quivers to the game, and will possibly look into equipping items, because I like the idea.
In other news, I'm working on fixing the two known bugs with this version; it looks like the spawning of old zombie pigmen in fortresses might be a little hard to fix as it's a hard coded spawn list, but I'm working on it. Also planning on adding dynamic exhaustion to melee attacks and blocking.
well i guess i could live with out sword sheathing and the others were really cool and possible also there was a dualwield mod you could update it and add it to the mod with the consent of its maker course.
Unfortunately, it doesn't appear so in the current version of Combat++; I'm going to work on fixing the issue that's causing it - I need to modify some of my player renderer class so I can properly extend RenderPlayer, which will fix a couple errors. Hopefully in the next release I will have the problem solved, along with some other issues that cropped up.
There's a mod that's being worked on by another member of #risucraft that has shields involved, I've been debating talking to him about some sort of functionality / confirmed compatibility between Combat++ and his mod, when it's released.
It is on my to do list, but, as of yet, SMP coding is outside of my repertoire.
The power attack is effectively the jump attack, only at a different angle. It's kind of hard to tell, but the sword pauses until you land. I'm kinda lousy at matrix transformation which means that my animation skills are rather sub par...
About the spin attack - I've thought of it before and like the idea - but it might be based on strafe movement (left / right) instead of a button press. I could probably make this fairly simple for the next release as v1.1.0 is currently in my final testing stages and should be ready for release before the night is out.
Downloads:
- Adf.ly / Direct (Dropbox)
Change log:
Edit: Installing MC Forge after installing Combat++ will not crash anymore, but instead will just not show animations in first person, also now compatible with mods like Smart Moving, but it appears that Smart Moving takes priority. This is based on functionality of Player API.
Also, I'd like to have ranged mechanics :biggrin.gif: I think bows are pretty useless unless you charge them, and honestly any mod that adds crossbows is better than the vanilla bow... That should be different.
Also, have you thought of doing hit differences? (Headshots kill instantly, Torso does normal damage, Leg hits do low damage)
The above mod, my friend, is a boss.
I've been thinking on daggers and how to accomplish it, because one of my ideas was the ability to have daggers as one item that would render as two. This is pretty much the "if I can accomplish this, I can make dual wielding" step. It'll require a lot of OpenGL work, but if (key word being if) I can make it work, I'm going to add dual wielding to Combat++, which will bring with it off hand usage and whole new mechanics. But that's a big if that's not nearly so simple as "put a variable here and assign an item to it"
I'm trying to redefine sneaking as crouching; it simply lets you get a lower attack at the target. Skyrim esque stealth killing animations are not currently in the works.
Ranged mechanics are in the works, albeit loosely. I currently have my own files for the bow item and the arrow entity that I have already replaced the defaults with. They will have no ill effects on the game if you uninstall Combat++, as the bow perfectly replaces the original. I've got some ideas right now about items with right click functionality to change how either the bow or arrows work, but that's going to wait until I have some more solid ideas and make sure that the current release is as bug free as possible. One example is an orb that causes arrows to spawn torches at the location they impact, or an item that halves bow draw speed and damage, etc. All I have to figure out how to do (that I don't already know or will be able to figure out fairly easy) is to remotely damage an item, but I don't think that's too hard.