Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
The update is finally here with TONS OF NEW FEATURES, including an API, over 40 Achievements, new Blocks, new Items, 16 new Masks, a new Quest, and more! The mod that started as a combat add-on has somehow transformed into THE Zelda mod, a mod for Zelda fans, by Zelda fans. As such, I am hoping to change the name to one more fitting, and I'd like to hear your ideas! The name that I have come up with is "Zelda: A Link to the Craft"; let me know if you like it, hate it, or can come up with one that's better!
I'm excited to announce the first release of an API for Zelda Sword Skills, featuring lots of interfaces that should allow other mods to take advantage of many of the built-in mechanics, such as various damage types and effects, block-item interactions such as lifting and smashing, and triggering special events when items are dropped near fairy pools. All that the mod needs to do is implement the appropriate interface(s) in their blocks, items, or entities to automatically take advantage of the ZSS mechanics, and I will try to add more to the API as time goes on. I hope to see many ZSS-compatible mods in the future xD
This update features some very nice additions for map-makers: Barrier blocks that cannot be destroyed or moved except with a pair of special Gauntlets, and Pegs, both Wooden and Rusty, that require a hammer to overcome. Both block types can be manipulated and destroyed (with the right gear) even in Adventure Mode, making them especially suitable for custom maps.
Map Makers, also please note the change to the boomerang - the basic boomerang can activate any kind of button, be it wood or stone, but can no longer activate levers; the magic boomerang can activate both levers and all buttons. This should provide finer access control, since the upgraded boomerang can access more areas than the non-upgraded version.
Additionally, thanks to the efforts of Jones7789 and Gaming_Confusion, 16 new masks are now available!!! Yes, 16, so be sure to bump up the rep of those two fellows any time you see them in the forums! The masks are accompanied of course by the Happy Mask Salesman and his mask-trading mini-quest, though some masks are found only in dungeon chests.
Jones7789 also contributed many other textures, including the various armor sets, as well as some models that have not yet made it into the mod.
1.7.2 and 1.6.4 Change Logs
1.7.2 alpha 0.2.0: Huge Update
Added:
- See the 1.6.4 version 0.6.0 changelog for details on content added in both versions
Changed:
- See the 1.6.4 version 0.6.0 changelog for details on changes to content in both versions
Fixed Bugs:
- See the 1.6.4 version 0.6.0 changelog for details on bugs fixed in both versions
- Hookshot was not working properly, still a little funky at times but much improved
- Boomerangs were still using the old higher damage values
- Removed forgotten debug lines in sword pedestal orientation packet
- Bomb Bag rendering caused slight anomoly in rendering of Creative Tabs
1.6.4 beta 0.6.0: Huge Update
Added:
+ Mod API:
ILiftable: Interface for blocks, allowing other mods' blocks to define custom lifting behavior
* ILiftable blocks can be picked up (with appropriate equipment) even in Adventure Mode
ILiftBlock: Interface for items, allowing other mods' items to lift blocks using the ZSS mechanics
ISmashable: Interface for blocks, allowing other mods' blocks to define custom behavior when smashed
* ISmashable blocks can be smashed (with appropriate equipment) even in Adventure Mode
ISmashBlock: Interface for items, allowing other mods' items to smash blocks using the ZSS mechanics
IArmorBreak: Allows other mods to give their weapons armor-ignoring damage using ZSS mechanics
IFairyUpgrade: Allows other mods' items to define behavior when tossed into a fairy pool
IHandlePickup and IHandleToss: Define specific behavior for items when picked up or tossed / dropped
IHookable: Allows a block to be grappled regardless of material or to return a different material than its own
ISwingSpeed: Define how quickly an item may be swung with left-click
IZoom: Allows items to zoom in like the bow when in use, with custom rate and magnification
IZoomHelper: Allows any item that can be worn in an armor slot to magnify the zoom of bows or IZoom
DamageUtils and a variety of damage-related interfaces allow other mods to utilize stun, shock, etc.
CustomExplosion and IEntityBomb provide tools for dealing with explosions
+ Added more than 40 Achievements!
+ New Mechanics:
Lifting: Pick up any solid block as a real block, preventing other actions until placed or dropped
Smashing: Smash any solid block to smithereens with a single blow!
Swing Speed: Some items, such as hammers, are slow and heavy to swing
+ New Skill!!!
Mortal Draw: Inflict deadly wounds on unsuspecting opponents with a lightning-fast blade strike!
+ New Blocks:
Barrier, Light and Heavy: cannot be destroyed by any regular means, but can be moved using Gauntlets
Pegs, Wooden and Rusty: use Hammers to smash them into the ground
+ New Items:
Silver Gauntlets: Allows Link to pick up most blocks and Light Barriers (light as in the weight)
Golden Gauntlets: Allows Link to pick up nearly any block, including the Heavy Barriers
Hammer: Can smash wooden pegs, ceramic jars, and other easily smashable things
Skull Hammer: Can smash rusted pegs, most regular vanilla blocks, and has a special attack
Megaton Hammer: Can smash almost everything, including Secret Stone and Barrier blocks!
Skill Wiper: Use it to reset all skills and hearts to level 0 (only available in Creative)
+ New Masks - Thanks to Jones7789 and Gaming_Confusion for contributing the textures!!!
Blast Mask: Found as treasure, this mask is a blast! Press b for a good time.
Bunny Hood: Part of the mask trading sequence; increases your speed, jump, and agility
Couple's Mask: Part of the mask trading sequence; a sure way to make villagers frisky
Giant's Mask: Found as treasure (currently no use)
Gibdo Mask: Found as treasure (currently no use)
Keaton Mask: Part of the mask trading sequence (currently no use)
Mask of Scents: Part of the mask trading sequence; dig around in the dirt to find mushrooms
Mask of Truth: Reward for completing the mask trading sequence; increases chance of skill orb drops
Skull Mask: Part of the mask trading sequence; makes you look tough
Spooky Mask: Part of the mask trading sequence (currently no use)
Stone Mask: Found as treasure; become plain as stone (i.e. invisible)
Gerudo Mask: Can be borrowed from the Happy Mask Salesman; wear it to look like a Gerudo girl
Deku Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
Goron Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
Zora Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
Fierce Deity's Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
+ New NPC and Quest: Happy Mask Salesman and the Mask Trading Sequence!
If you need help, see the spoilers section for details on how to begin the trading sequence.
+ Chests are now registered with Forge's ChestGenHooks, so you can use other mods to edit their contents
+ Ceramic Jar drops are also registered with Forge as a ChestGenHook, so those can be changed, too
Changed:
- Defeating any type of boss entity will typically drop a skill orb
- Config option for enabling magic arrow trades moved to correct Trades section; was in Items
- Hero Bow and Slingshot now zoom in while aiming
- Hawkeye provides a significant zoom magnification while aiming bows, slingshots, etc.
- Regular secret stone blocks are now smashable with a powerful enough hammer
- Only the Magic Boomerang can activate levers, giving map-makers more options for restricting access
- Massive reorganization of the loot lists
- Boss dungeons each have several items that generate more frequently
- Buff bar default position is now upper right of screen, displaying horizontally
- Removed friendship requirement for repairing Broken Swords
- Broken Giant's Knife may now only be repaired by renaming a blacksmith to Medigoron
- Heart requirement for Broken Giant's Knife reduced from 20 to 10
- Removed all but one set of the hero_bow textures due to improved method for rendering arrows in the bow
- Spin (and Super Spin) Attack's range and speed varies more gradually with level
Fixed Bugs:
- Player health was fully restored each login due to error during bonus heart validation
- Dungeon Cores, Secret Stone, Locked Doors and Chests, Sword Pedestals were all pushable with pistons
- Consuming items from a stack setting the stack size to the amount consumed, rather than the remainder
- Hero Bow could not fire any arrows with Battlegear2 installed
- Activating Dash while in Battlegear2's battle-mode would both attack and dash
- Leaping Blow could not be activated while in Battlegear2's battle-mode
- Level 1 Super Spin Attack was only able to spin once
- Keese did not despawn on peaceful game difficulty
- Keese would still try to attack player even in Creative Mode
- Sword pedestal update packets were occasionally sent unnecessarily
- Boss dungeons in the Nether were using the overworld minimum distance
- Broken Swords were held like regular items rather than swords
- Hookshots could destroy supposedly unbreakable blocks (e.g. the Stoneshot could destroy Locked Chests)
- Potential class cast exception in EntityHookshot
- Pulling entities with the hookshot often interrupted, caused by hookshot continuing on to hit a block
- Possible null pointer exception when getting the Broken Sword icon
- Potential exception displaying Broken Sword name when using new versions on old saves
- Toggle auto-attack chat message displaying incorrectly
- Combos not incrementing with melee weapons other than swords
- Combos not updating when no sword held, allowing combo to be continued later
- Combos not showing as finished when they should
- Combos not correctly setting to null when finished, sometimes allowing them to be continued
- Combos were not using localizations for text display
Also note that I have had to remove the change log archive from the main post due to content size restrictions; you can still find all of the update logs here.
If one or more people would be able, I think it is high time that this mod got itself a Wiki page on which to post all the items, skills, hints, etc., rather than continuing to have such a gigantic main page. Please let me know if you are able and willing to begin such a project, and I will do my best to contribute / provide corrections to the pages as they are added.
Thanks everyone for their support and contributions, and I hope you enjoy this update.
The update is finally here with TONS OF NEW FEATURES, including an API, over 40 Achievements, new Blocks, new Items, 16 new Masks, a new Quest, and more! The mod that started as a combat add-on has somehow transformed into THE Zelda mod, a mod for Zelda fans, by Zelda fans. As such, I am hoping to change the name to one more fitting, and I'd like to hear your ideas! The name that I have come up with is "Zelda: A Link to the Craft"; let me know if you like it, hate it, or can come up with one that's better!
I'm excited to announce the first release of an API for Zelda Sword Skills, featuring lots of interfaces that should allow other mods to take advantage of many of the built-in mechanics, such as various damage types and effects, block-item interactions such as lifting and smashing, and triggering special events when items are dropped near fairy pools. All that the mod needs to do is implement the appropriate interface(s) in their blocks, items, or entities to automatically take advantage of the ZSS mechanics, and I will try to add more to the API as time goes on. I hope to see many ZSS-compatible mods in the future xD
This update features some very nice additions for map-makers: Barrier blocks that cannot be destroyed or moved except with a pair of special Gauntlets, and Pegs, both Wooden and Rusty, that require a hammer to overcome. Both block types can be manipulated and destroyed (with the right gear) even in Adventure Mode, making them especially suitable for custom maps.
Map Makers, also please note the change to the boomerang - the basic boomerang can activate any kind of button, be it wood or stone, but can no longer activate levers; the magic boomerang can activate both levers and all buttons. This should provide finer access control, since the upgraded boomerang can access more areas than the non-upgraded version.
Additionally, thanks to the efforts of Jones7789 and Gaming_Confusion, 16 new masks are now available!!! Yes, 16, so be sure to bump up the rep of those two fellows any time you see them in the forums! The masks are accompanied of course by the Happy Mask Salesman and his mask-trading mini-quest, though some masks are found only in dungeon chests.
Jones7789 also contributed many other textures, including the various armor sets, as well as some models that have not yet made it into the mod.
1.7.2 and 1.6.4 Change Logs
1.7.2 alpha 0.2.0: Huge Update
Added:
- See the 1.6.4 version 0.6.0 changelog for details on content added in both versions
Changed:
- See the 1.6.4 version 0.6.0 changelog for details on changes to content in both versions
Fixed Bugs:
- See the 1.6.4 version 0.6.0 changelog for details on bugs fixed in both versions
- Hookshot was not working properly, still a little funky at times but much improved
- Boomerangs were still using the old higher damage values
- Removed forgotten debug lines in sword pedestal orientation packet
- Bomb Bag rendering caused slight anomoly in rendering of Creative Tabs
1.6.4 beta 0.6.0: Huge Update
Added:
+ Mod API:
ILiftable: Interface for blocks, allowing other mods' blocks to define custom lifting behavior
* ILiftable blocks can be picked up (with appropriate equipment) even in Adventure Mode
ILiftBlock: Interface for items, allowing other mods' items to lift blocks using the ZSS mechanics
ISmashable: Interface for blocks, allowing other mods' blocks to define custom behavior when smashed
* ISmashable blocks can be smashed (with appropriate equipment) even in Adventure Mode
ISmashBlock: Interface for items, allowing other mods' items to smash blocks using the ZSS mechanics
IArmorBreak: Allows other mods to give their weapons armor-ignoring damage using ZSS mechanics
IFairyUpgrade: Allows other mods' items to define behavior when tossed into a fairy pool
IHandlePickup and IHandleToss: Define specific behavior for items when picked up or tossed / dropped
IHookable: Allows a block to be grappled regardless of material or to return a different material than its own
ISwingSpeed: Define how quickly an item may be swung with left-click
IZoom: Allows items to zoom in like the bow when in use, with custom rate and magnification
IZoomHelper: Allows any item that can be worn in an armor slot to magnify the zoom of bows or IZoom
DamageUtils and a variety of damage-related interfaces allow other mods to utilize stun, shock, etc.
CustomExplosion and IEntityBomb provide tools for dealing with explosions
+ Added more than 40 Achievements!
+ New Mechanics:
Lifting: Pick up any solid block as a real block, preventing other actions until placed or dropped
Smashing: Smash any solid block to smithereens with a single blow!
Swing Speed: Some items, such as hammers, are slow and heavy to swing
+ New Skill!!!
Mortal Draw: Inflict deadly wounds on unsuspecting opponents with a lightning-fast blade strike!
+ New Blocks:
Barrier, Light and Heavy: cannot be destroyed by any regular means, but can be moved using Gauntlets
Pegs, Wooden and Rusty: use Hammers to smash them into the ground
+ New Items:
Silver Gauntlets: Allows Link to pick up most blocks and Light Barriers (light as in the weight)
Golden Gauntlets: Allows Link to pick up nearly any block, including the Heavy Barriers
Hammer: Can smash wooden pegs, ceramic jars, and other easily smashable things
Skull Hammer: Can smash rusted pegs, most regular vanilla blocks, and has a special attack
Megaton Hammer: Can smash almost everything, including Secret Stone and Barrier blocks!
Skill Wiper: Use it to reset all skills and hearts to level 0 (only available in Creative)
+ New Masks - Thanks to Jones7789 and Gaming_Confusion for contributing the textures!!!
Blast Mask: Found as treasure, this mask is a blast! Press b for a good time.
Bunny Hood: Part of the mask trading sequence; increases your speed, jump, and agility
Couple's Mask: Part of the mask trading sequence; a sure way to make villagers frisky
Giant's Mask: Found as treasure (currently no use)
Gibdo Mask: Found as treasure (currently no use)
Keaton Mask: Part of the mask trading sequence (currently no use)
Mask of Scents: Part of the mask trading sequence; dig around in the dirt to find mushrooms
Mask of Truth: Reward for completing the mask trading sequence; increases chance of skill orb drops
Skull Mask: Part of the mask trading sequence; makes you look tough
Spooky Mask: Part of the mask trading sequence (currently no use)
Stone Mask: Found as treasure; become plain as stone (i.e. invisible)
Gerudo Mask: Can be borrowed from the Happy Mask Salesman; wear it to look like a Gerudo girl
Deku Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
Goron Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
Zora Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
Fierce Deity's Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
+ New NPC and Quest: Happy Mask Salesman and the Mask Trading Sequence!
If you need help, see the spoilers section for details on how to begin the trading sequence.
+ Chests are now registered with Forge's ChestGenHooks, so you can use other mods to edit their contents
+ Ceramic Jar drops are also registered with Forge as a ChestGenHook, so those can be changed, too
Changed:
- Defeating any type of boss entity will typically drop a skill orb
- Config option for enabling magic arrow trades moved to correct Trades section; was in Items
- Hero Bow and Slingshot now zoom in while aiming
- Hawkeye provides a significant zoom magnification while aiming bows, slingshots, etc.
- Regular secret stone blocks are now smashable with a powerful enough hammer
- Only the Magic Boomerang can activate levers, giving map-makers more options for restricting access
- Massive reorganization of the loot lists
- Boss dungeons each have several items that generate more frequently
- Buff bar default position is now upper right of screen, displaying horizontally
- Removed friendship requirement for repairing Broken Swords
- Broken Giant's Knife may now only be repaired by renaming a blacksmith to Medigoron
- Heart requirement for Broken Giant's Knife reduced from 20 to 10
- Removed all but one set of the hero_bow textures due to improved method for rendering arrows in the bow
- Spin (and Super Spin) Attack's range and speed varies more gradually with level
Fixed Bugs:
- Player health was fully restored each login due to error during bonus heart validation
- Dungeon Cores, Secret Stone, Locked Doors and Chests, Sword Pedestals were all pushable with pistons
- Consuming items from a stack setting the stack size to the amount consumed, rather than the remainder
- Hero Bow could not fire any arrows with Battlegear2 installed
- Activating Dash while in Battlegear2's battle-mode would both attack and dash
- Leaping Blow could not be activated while in Battlegear2's battle-mode
- Level 1 Super Spin Attack was only able to spin once
- Keese did not despawn on peaceful game difficulty
- Keese would still try to attack player even in Creative Mode
- Sword pedestal update packets were occasionally sent unnecessarily
- Boss dungeons in the Nether were using the overworld minimum distance
- Broken Swords were held like regular items rather than swords
- Hookshots could destroy supposedly unbreakable blocks (e.g. the Stoneshot could destroy Locked Chests)
- Potential class cast exception in EntityHookshot
- Pulling entities with the hookshot often interrupted, caused by hookshot continuing on to hit a block
- Possible null pointer exception when getting the Broken Sword icon
- Potential exception displaying Broken Sword name when using new versions on old saves
- Toggle auto-attack chat message displaying incorrectly
- Combos not incrementing with melee weapons other than swords
- Combos not updating when no sword held, allowing combo to be continued later
- Combos not showing as finished when they should
- Combos not correctly setting to null when finished, sometimes allowing them to be continued
- Combos were not using localizations for text display
Also note that I have had to remove the change log archive from the main post due to content size restrictions; you can still find all of the update logs here.
If one or more people would be able, I think it is high time that this mod got itself a Wiki page on which to post all the items, skills, hints, etc., rather than continuing to have such a gigantic main page. Please let me know if you are able and willing to begin such a project, and I will do my best to contribute / provide corrections to the pages as they are added.
Thanks everyone for their support and contributions, and I hope you enjoy this update.
The update is finally here with TONS OF NEW FEATURES, including an API, over 40 Achievements, new Blocks, new Items, 16 new Masks, a new Quest, and more! The mod that started as a combat add-on has somehow transformed into THE Zelda mod, a mod for Zelda fans, by Zelda fans. As such, I am hoping to change the name to one more fitting, and I'd like to hear your ideas! The name that I have come up with is "Zelda: A Link to the Craft"; let me know if you like it, hate it, or can come up with one that's better!
I'm excited to announce the first release of an API for Zelda Sword Skills, featuring lots of interfaces that should allow other mods to take advantage of many of the built-in mechanics, such as various damage types and effects, block-item interactions such as lifting and smashing, and triggering special events when items are dropped near fairy pools. All that the mod needs to do is implement the appropriate interface(s) in their blocks, items, or entities to automatically take advantage of the ZSS mechanics, and I will try to add more to the API as time goes on. I hope to see many ZSS-compatible mods in the future xD
This update features some very nice additions for map-makers: Barrier blocks that cannot be destroyed or moved except with a pair of special Gauntlets, and Pegs, both Wooden and Rusty, that require a hammer to overcome. Both block types can be manipulated and destroyed (with the right gear) even in Adventure Mode, making them especially suitable for custom maps.
Map Makers, also please note the change to the boomerang - the basic boomerang can activate any kind of button, be it wood or stone, but can no longer activate levers; the magic boomerang can activate both levers and all buttons. This should provide finer access control, since the upgraded boomerang can access more areas than the non-upgraded version.
Additionally, thanks to the efforts of Jones7789 and Gaming_Confusion, 16 new masks are now available!!! Yes, 16, so be sure to bump up the rep of those two fellows any time you see them in the forums! The masks are accompanied of course by the Happy Mask Salesman and his mask-trading mini-quest, though some masks are found only in dungeon chests.
Jones7789 also contributed many other textures, including the various armor sets, as well as some models that have not yet made it into the mod.
1.7.2 and 1.6.4 Change Logs
1.7.2 alpha 0.2.0: Huge Update
Added:
- See the 1.6.4 version 0.6.0 changelog for details on content added in both versions
Changed:
- See the 1.6.4 version 0.6.0 changelog for details on changes to content in both versions
Fixed Bugs:
- See the 1.6.4 version 0.6.0 changelog for details on bugs fixed in both versions
- Hookshot was not working properly, still a little funky at times but much improved
- Boomerangs were still using the old higher damage values
- Removed forgotten debug lines in sword pedestal orientation packet
- Bomb Bag rendering caused slight anomoly in rendering of Creative Tabs
1.6.4 beta 0.6.0: Huge Update
Added:
+ Mod API:
ILiftable: Interface for blocks, allowing other mods' blocks to define custom lifting behavior
* ILiftable blocks can be picked up (with appropriate equipment) even in Adventure Mode
ILiftBlock: Interface for items, allowing other mods' items to lift blocks using the ZSS mechanics
ISmashable: Interface for blocks, allowing other mods' blocks to define custom behavior when smashed
* ISmashable blocks can be smashed (with appropriate equipment) even in Adventure Mode
ISmashBlock: Interface for items, allowing other mods' items to smash blocks using the ZSS mechanics
IArmorBreak: Allows other mods to give their weapons armor-ignoring damage using ZSS mechanics
IFairyUpgrade: Allows other mods' items to define behavior when tossed into a fairy pool
IHandlePickup and IHandleToss: Define specific behavior for items when picked up or tossed / dropped
IHookable: Allows a block to be grappled regardless of material or to return a different material than its own
ISwingSpeed: Define how quickly an item may be swung with left-click
IZoom: Allows items to zoom in like the bow when in use, with custom rate and magnification
IZoomHelper: Allows any item that can be worn in an armor slot to magnify the zoom of bows or IZoom
DamageUtils and a variety of damage-related interfaces allow other mods to utilize stun, shock, etc.
CustomExplosion and IEntityBomb provide tools for dealing with explosions
+ Added more than 40 Achievements!
+ New Mechanics:
Lifting: Pick up any solid block as a real block, preventing other actions until placed or dropped
Smashing: Smash any solid block to smithereens with a single blow!
Swing Speed: Some items, such as hammers, are slow and heavy to swing
+ New Skill!!!
Mortal Draw: Inflict deadly wounds on unsuspecting opponents with a lightning-fast blade strike!
+ New Blocks:
Barrier, Light and Heavy: cannot be destroyed by any regular means, but can be moved using Gauntlets
Pegs, Wooden and Rusty: use Hammers to smash them into the ground
+ New Items:
Silver Gauntlets: Allows Link to pick up most blocks and Light Barriers (light as in the weight)
Golden Gauntlets: Allows Link to pick up nearly any block, including the Heavy Barriers
Hammer: Can smash wooden pegs, ceramic jars, and other easily smashable things
Skull Hammer: Can smash rusted pegs, most regular vanilla blocks, and has a special attack
Megaton Hammer: Can smash almost everything, including Secret Stone and Barrier blocks!
Skill Wiper: Use it to reset all skills and hearts to level 0 (only available in Creative)
+ New Masks - Thanks to Jones7789 and Gaming_Confusion for contributing the textures!!!
Blast Mask: Found as treasure, this mask is a blast! Press b for a good time.
Bunny Hood: Part of the mask trading sequence; increases your speed, jump, and agility
Couple's Mask: Part of the mask trading sequence; a sure way to make villagers frisky
Giant's Mask: Found as treasure (currently no use)
Gibdo Mask: Found as treasure (currently no use)
Keaton Mask: Part of the mask trading sequence (currently no use)
Mask of Scents: Part of the mask trading sequence; dig around in the dirt to find mushrooms
Mask of Truth: Reward for completing the mask trading sequence; increases chance of skill orb drops
Skull Mask: Part of the mask trading sequence; makes you look tough
Spooky Mask: Part of the mask trading sequence (currently no use)
Stone Mask: Found as treasure; become plain as stone (i.e. invisible)
Gerudo Mask: Can be borrowed from the Happy Mask Salesman; wear it to look like a Gerudo girl
Deku Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
Goron Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
Zora Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
Fierce Deity's Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
+ New NPC and Quest: Happy Mask Salesman and the Mask Trading Sequence!
If you need help, see the spoilers section for details on how to begin the trading sequence.
+ Chests are now registered with Forge's ChestGenHooks, so you can use other mods to edit their contents
+ Ceramic Jar drops are also registered with Forge as a ChestGenHook, so those can be changed, too
Changed:
- Defeating any type of boss entity will typically drop a skill orb
- Config option for enabling magic arrow trades moved to correct Trades section; was in Items
- Hero Bow and Slingshot now zoom in while aiming
- Hawkeye provides a significant zoom magnification while aiming bows, slingshots, etc.
- Regular secret stone blocks are now smashable with a powerful enough hammer
- Only the Magic Boomerang can activate levers, giving map-makers more options for restricting access
- Massive reorganization of the loot lists
- Boss dungeons each have several items that generate more frequently
- Buff bar default position is now upper right of screen, displaying horizontally
- Removed friendship requirement for repairing Broken Swords
- Broken Giant's Knife may now only be repaired by renaming a blacksmith to Medigoron
- Heart requirement for Broken Giant's Knife reduced from 20 to 10
- Removed all but one set of the hero_bow textures due to improved method for rendering arrows in the bow
- Spin (and Super Spin) Attack's range and speed varies more gradually with level
Fixed Bugs:
- Player health was fully restored each login due to error during bonus heart validation
- Dungeon Cores, Secret Stone, Locked Doors and Chests, Sword Pedestals were all pushable with pistons
- Consuming items from a stack setting the stack size to the amount consumed, rather than the remainder
- Hero Bow could not fire any arrows with Battlegear2 installed
- Activating Dash while in Battlegear2's battle-mode would both attack and dash
- Leaping Blow could not be activated while in Battlegear2's battle-mode
- Level 1 Super Spin Attack was only able to spin once
- Keese did not despawn on peaceful game difficulty
- Keese would still try to attack player even in Creative Mode
- Sword pedestal update packets were occasionally sent unnecessarily
- Boss dungeons in the Nether were using the overworld minimum distance
- Broken Swords were held like regular items rather than swords
- Hookshots could destroy supposedly unbreakable blocks (e.g. the Stoneshot could destroy Locked Chests)
- Potential class cast exception in EntityHookshot
- Pulling entities with the hookshot often interrupted, caused by hookshot continuing on to hit a block
- Possible null pointer exception when getting the Broken Sword icon
- Potential exception displaying Broken Sword name when using new versions on old saves
- Toggle auto-attack chat message displaying incorrectly
- Combos not incrementing with melee weapons other than swords
- Combos not updating when no sword held, allowing combo to be continued later
- Combos not showing as finished when they should
- Combos not correctly setting to null when finished, sometimes allowing them to be continued
- Combos were not using localizations for text display
Also note that I have had to remove the change log archive from the main post due to content size restrictions; you can still find all of the update logs here.
If one or more people would be able, I think it is high time that this mod got itself a Wiki page on which to post all the items, skills, hints, etc., rather than continuing to have such a gigantic main page. Please let me know if you are able and willing to begin such a project, and I will do my best to contribute / provide corrections to the pages as they are added.
Thanks everyone for their support and contributions, and I hope you enjoy this update.
Thats sure a BIG update now we just need someone to make a map with the mod.
BTW the new armor texture is looking awesome.
Oh, I expected you to know all about the update from Github xD The armor textures were made by Jones7789, so be sure to give him props for that, as well as the 12+ masks he contributed.
I've got a better new name for the mod. What do you think of The Legend of Zelda: A Block to the Past? Its the same name as a map made by someone but It's a good name, isn't it? You could edit it a little if you want.
Rollback Post to RevisionRollBack
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
I've got a better new name for the mod. What do you think of The Legend of Zelda: A Block to the Past? Its the same name as a map made by someone but It's a good name, isn't it? You could edit it a little if you want.
Thanks for the suggestion, but not only is that name already used, it's almost identical to the one I proposed. Try again
How about Ocarina Of Mine? Get It? Mine Rhymes with Time. Also, how do you befriend villagers? Just trade with them a lot?
How about "Zelda: Legend of Minecraft"?
Read the "Secrets and Spoilers" section on the main page and you will find out. Almost everything you could possibly want to know about the mod is on the main page, and if it's not, chances are you can find out about it either in the config file or in the game via achievements.
Any tips on where to look to find a Fairy Fountain? And maybe you could make the fairy fountains look nicer. I'll work on some ideas for them. I've got a few in mind.
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Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Any tips on where to look to find a Fairy Fountain? And maybe you could make the fairy fountains look nicer. I'll work on some ideas for them. I've got a few in mind.
Actually they are randomly generated when a dungeon is generated(you can increase the spawn rate in config), ok s to be quick you will find one based on your luck and the config settings.
No, seriously? An Extended Diamond Pickaxe with Efficiency X isn't 'very' effective?
OcD Simple Add-On!
I'm excited to announce the first release of an API for Zelda Sword Skills, featuring lots of interfaces that should allow other mods to take advantage of many of the built-in mechanics, such as various damage types and effects, block-item interactions such as lifting and smashing, and triggering special events when items are dropped near fairy pools. All that the mod needs to do is implement the appropriate interface(s) in their blocks, items, or entities to automatically take advantage of the ZSS mechanics, and I will try to add more to the API as time goes on. I hope to see many ZSS-compatible mods in the future xD
This update features some very nice additions for map-makers: Barrier blocks that cannot be destroyed or moved except with a pair of special Gauntlets, and Pegs, both Wooden and Rusty, that require a hammer to overcome. Both block types can be manipulated and destroyed (with the right gear) even in Adventure Mode, making them especially suitable for custom maps.
Map Makers, also please note the change to the boomerang - the basic boomerang can activate any kind of button, be it wood or stone, but can no longer activate levers; the magic boomerang can activate both levers and all buttons. This should provide finer access control, since the upgraded boomerang can access more areas than the non-upgraded version.
Additionally, thanks to the efforts of Jones7789 and Gaming_Confusion, 16 new masks are now available!!! Yes, 16, so be sure to bump up the rep of those two fellows any time you see them in the forums! The masks are accompanied of course by the Happy Mask Salesman and his mask-trading mini-quest, though some masks are found only in dungeon chests.
Jones7789 also contributed many other textures, including the various armor sets, as well as some models that have not yet made it into the mod.
1.7.2 and 1.6.4 Change Logs
1.7.2 alpha 0.2.0: Huge Update
Added:
- See the 1.6.4 version 0.6.0 changelog for details on content added in both versions
Changed:
- See the 1.6.4 version 0.6.0 changelog for details on changes to content in both versions
Fixed Bugs:
- See the 1.6.4 version 0.6.0 changelog for details on bugs fixed in both versions
- Hookshot was not working properly, still a little funky at times but much improved
- Boomerangs were still using the old higher damage values
- Removed forgotten debug lines in sword pedestal orientation packet
- Bomb Bag rendering caused slight anomoly in rendering of Creative Tabs
1.6.4 beta 0.6.0: Huge Update
Added:
+ Mod API:
ILiftable: Interface for blocks, allowing other mods' blocks to define custom lifting behavior
* ILiftable blocks can be picked up (with appropriate equipment) even in Adventure Mode
ILiftBlock: Interface for items, allowing other mods' items to lift blocks using the ZSS mechanics
ISmashable: Interface for blocks, allowing other mods' blocks to define custom behavior when smashed
* ISmashable blocks can be smashed (with appropriate equipment) even in Adventure Mode
ISmashBlock: Interface for items, allowing other mods' items to smash blocks using the ZSS mechanics
IArmorBreak: Allows other mods to give their weapons armor-ignoring damage using ZSS mechanics
IFairyUpgrade: Allows other mods' items to define behavior when tossed into a fairy pool
IHandlePickup and IHandleToss: Define specific behavior for items when picked up or tossed / dropped
IHookable: Allows a block to be grappled regardless of material or to return a different material than its own
ISwingSpeed: Define how quickly an item may be swung with left-click
IZoom: Allows items to zoom in like the bow when in use, with custom rate and magnification
IZoomHelper: Allows any item that can be worn in an armor slot to magnify the zoom of bows or IZoom
DamageUtils and a variety of damage-related interfaces allow other mods to utilize stun, shock, etc.
CustomExplosion and IEntityBomb provide tools for dealing with explosions
+ Added more than 40 Achievements!
+ New Mechanics:
Lifting: Pick up any solid block as a real block, preventing other actions until placed or dropped
Smashing: Smash any solid block to smithereens with a single blow!
Swing Speed: Some items, such as hammers, are slow and heavy to swing
+ New Skill!!!
Mortal Draw: Inflict deadly wounds on unsuspecting opponents with a lightning-fast blade strike!
+ New Blocks:
Barrier, Light and Heavy: cannot be destroyed by any regular means, but can be moved using Gauntlets
Pegs, Wooden and Rusty: use Hammers to smash them into the ground
+ New Items:
Silver Gauntlets: Allows Link to pick up most blocks and Light Barriers (light as in the weight)
Golden Gauntlets: Allows Link to pick up nearly any block, including the Heavy Barriers
Hammer: Can smash wooden pegs, ceramic jars, and other easily smashable things
Skull Hammer: Can smash rusted pegs, most regular vanilla blocks, and has a special attack
Megaton Hammer: Can smash almost everything, including Secret Stone and Barrier blocks!
Skill Wiper: Use it to reset all skills and hearts to level 0 (only available in Creative)
+ New Masks - Thanks to Jones7789 and Gaming_Confusion for contributing the textures!!!
Blast Mask: Found as treasure, this mask is a blast! Press b for a good time.
Bunny Hood: Part of the mask trading sequence; increases your speed, jump, and agility
Couple's Mask: Part of the mask trading sequence; a sure way to make villagers frisky
Giant's Mask: Found as treasure (currently no use)
Gibdo Mask: Found as treasure (currently no use)
Keaton Mask: Part of the mask trading sequence (currently no use)
Mask of Scents: Part of the mask trading sequence; dig around in the dirt to find mushrooms
Mask of Truth: Reward for completing the mask trading sequence; increases chance of skill orb drops
Skull Mask: Part of the mask trading sequence; makes you look tough
Spooky Mask: Part of the mask trading sequence (currently no use)
Stone Mask: Found as treasure; become plain as stone (i.e. invisible)
Gerudo Mask: Can be borrowed from the Happy Mask Salesman; wear it to look like a Gerudo girl
Deku Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
Goron Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
Zora Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
Fierce Deity's Mask: Can be borrowed from the Happy Mask Salesman (currently no use)
+ New NPC and Quest: Happy Mask Salesman and the Mask Trading Sequence!
If you need help, see the spoilers section for details on how to begin the trading sequence.
+ Chests are now registered with Forge's ChestGenHooks, so you can use other mods to edit their contents
+ Ceramic Jar drops are also registered with Forge as a ChestGenHook, so those can be changed, too
Changed:
- Defeating any type of boss entity will typically drop a skill orb
- Config option for enabling magic arrow trades moved to correct Trades section; was in Items
- Hero Bow and Slingshot now zoom in while aiming
- Hawkeye provides a significant zoom magnification while aiming bows, slingshots, etc.
- Regular secret stone blocks are now smashable with a powerful enough hammer
- Only the Magic Boomerang can activate levers, giving map-makers more options for restricting access
- Massive reorganization of the loot lists
- Boss dungeons each have several items that generate more frequently
- Buff bar default position is now upper right of screen, displaying horizontally
- Removed friendship requirement for repairing Broken Swords
- Broken Giant's Knife may now only be repaired by renaming a blacksmith to Medigoron
- Heart requirement for Broken Giant's Knife reduced from 20 to 10
- Removed all but one set of the hero_bow textures due to improved method for rendering arrows in the bow
- Spin (and Super Spin) Attack's range and speed varies more gradually with level
Fixed Bugs:
- Player health was fully restored each login due to error during bonus heart validation
- Dungeon Cores, Secret Stone, Locked Doors and Chests, Sword Pedestals were all pushable with pistons
- Consuming items from a stack setting the stack size to the amount consumed, rather than the remainder
- Hero Bow could not fire any arrows with Battlegear2 installed
- Activating Dash while in Battlegear2's battle-mode would both attack and dash
- Leaping Blow could not be activated while in Battlegear2's battle-mode
- Level 1 Super Spin Attack was only able to spin once
- Keese did not despawn on peaceful game difficulty
- Keese would still try to attack player even in Creative Mode
- Sword pedestal update packets were occasionally sent unnecessarily
- Boss dungeons in the Nether were using the overworld minimum distance
- Broken Swords were held like regular items rather than swords
- Hookshots could destroy supposedly unbreakable blocks (e.g. the Stoneshot could destroy Locked Chests)
- Potential class cast exception in EntityHookshot
- Pulling entities with the hookshot often interrupted, caused by hookshot continuing on to hit a block
- Possible null pointer exception when getting the Broken Sword icon
- Potential exception displaying Broken Sword name when using new versions on old saves
- Toggle auto-attack chat message displaying incorrectly
- Combos not incrementing with melee weapons other than swords
- Combos not updating when no sword held, allowing combo to be continued later
- Combos not showing as finished when they should
- Combos not correctly setting to null when finished, sometimes allowing them to be continued
- Combos were not using localizations for text display
Also note that I have had to remove the change log archive from the main post due to content size restrictions; you can still find all of the update logs here.
If one or more people would be able, I think it is high time that this mod got itself a Wiki page on which to post all the items, skills, hints, etc., rather than continuing to have such a gigantic main page. Please let me know if you are able and willing to begin such a project, and I will do my best to contribute / provide corrections to the pages as they are added.
Thanks everyone for their support and contributions, and I hope you enjoy this update.
Cheers,
coolAlias
BTW the new armor texture is looking awesome.
url=http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2155858-hmm-give-us-a-use-give-a-use-to-other-villager]
Thanks for the shout-out, Coolalias!
Hah, that means you've found a secret room! Even the most efficient pickaxe might not be effective against a material too strong to break
Oh, I expected you to know all about the update from Github xD The armor textures were made by Jones7789, so be sure to give him props for that, as well as the 12+ masks he contributed.
Awesome! Please post a link to your work in progress / completed map page when you can so people can check it out.
Lol, well, it is sort of an adventure-rpg mod, which is exactly why I released Dynamic Sword Skills as a separate mod
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Thanks for the suggestion, but not only is that name already used, it's almost identical to the one I proposed. Try again
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
How about "Zelda: Legend of Minecraft"?
Read the "Secrets and Spoilers" section on the main page and you will find out. Almost everything you could possibly want to know about the mod is on the main page, and if it's not, chances are you can find out about it either in the config file or in the game via achievements.
and did you know this mod will go perfect with navi from famguide
Legend of Zelda a Craft to the past
Legend of Zelda Adventures of a Crafter
thats all I have thinked actually.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Hm, I kinda like that one. How about "(The Legend of) Zelda: Blockward Bound"?
EDIT: Or "Zelda: The Mineward Sword"
If you want I can help.