great mod to make! I just feel like you should try doing it with modloader so it can have more compatibilities than IN'compatibilities. I right now have Millenaire, and since the civillians cut wood, it WILL crash.
urr, i get a crash when i block with a sword :sad.gif:
D: I can't seem to replicate the error. Do you have any other mods installed? If not, would you mind telling me what you were blocking against? Then again, I have done more work on the mod, so it is possible I've already fixed the error unknowingly and therefore can't replicate it...
great mod to make! I just feel like you should try doing it with modloader so it can have more compatibilities than IN'compatibilities. I right now have Millenaire, and since the civillians cut wood, it WILL crash.
It does use ModLoader, but ML can't do things like modify what happens when a wood block gets harvested. That is why I need to modify the vanilla classes. As for Millenaire, I don't know if it would crash per say, but some weird stuff would probably happen at least.
Now forgive me if im missing something or that its already done.. But have you thought about making this into a plugin for bukkit, utilizing Spouts amazing love affair between Server - CLient!
Now forgive me if im missing something or that its already done.. But have you thought about making this into a plugin for bukkit, utilizing Spouts amazing love affair between Server - CLient!
Unless I discover that there is a really easy and quick way to do it, I probably won't for two reasons: 1) I am not familiar with bukkit, and I don't have any experience in making bukkit plugins. 2) While I don't mind the fact that this mod will *practically* be nullified once vanilla skills come out, I don't want to go through all the extra trouble of making it a server mod and still have that happen. Sorry.
Add "Speed" for fasting walking and sprinting. "Unarmed" For fist fighting.
"Jumping" Allows you to high jump and multi jump. And "Farming" for increased wheat and melon drops.
Great idea, have a few more that i think will be rather nice add-ons, but they may be tricky to create:
Sprinting (thought this was added into the game)
1st point, gain sprint, every other point increases sprint speed
every 5 decrease fall damage
Jumping,
Increase jump height(not very high, just slight amounts for distance jumping, an possibly max level be able to jump up 2-3 blocks max)
every 5 reduce fall damage
Marksmen
decrease pull back time
ever 5 increase damage and movement during pull back
Iron stomach
decrease rate which hunger grows
every 5 food restores more
Iron Lungs
decrease air degeneration
every 5 increases air regeneration
Green Thumb
Increases chance of seed and wheat yields
every 5, increase chance of apples?
Swimming
Think of sprinting but in water
Eagle Eyes
see better in dark places/underwater (couldn't think of anything better for that one)
Beast Master
higher chance or taming wolves
make the hit more, take less damage, recover faster (could turn this one into multiple feats)
Healthy heart
Causes health regeneration
Crafting
Increase item durability
chance of making duplicate(very low chance)
Spider Scene?
Visual trigger when hostile mob is near but not in FOV(really drawing blanks for some of these)
Ultimate Fisher
Takes less time to catch fish
Mob Bane (one for each mob)
Do more damage to particular mob
every 5 increase crit chance on said mob
Again some of these may be to difficult to make, if not impossible, but they are just some ideas i came up with, will try more if they sound good.
This is way better than the RPG mod for one simple reason; it doesn't nerf you and force you to skill back up to normal game functionality as the "end game".
What you have done is add functionality to the game that one can opt to improve or not, as opposed to sitting and spending time digging dirt just so one can eventually dig sand.
Rollback Post to RevisionRollBack
All moderation on forums is biased. Mods and admins do play favorites. Thus there is truly no point in "playing by the rules" since enforcement of said rules is subjective. That is why I refuse to censor my speech and will call things exactly as I see them without reservation.
After thinking about it, the skills should be defined by the tools used. For instance, mining, forestry, landscaping, fishing, swordsmanship, farming, navigation, defense and athletics are all examples of skills that directly relate to tools (or in the last case, the lack of). This keeps things nice and intuitive.
As for the exact implementation, I would keep things intuitive and as close to existing in-game mechanics as possible. The chance for critical hit for swords or double-drop from mining are both examples of good, intuitive benefits that closely follow existing mechanics. The chance to chop down the whole tree however is not. If I may make a suggestion for the tree harvesting, how about making this a chance for a double-drop as well?
Rollback Post to RevisionRollBack
All moderation on forums is biased. Mods and admins do play favorites. Thus there is truly no point in "playing by the rules" since enforcement of said rules is subjective. That is why I refuse to censor my speech and will call things exactly as I see them without reservation.
D: I can't seem to replicate the error. Do you have any other mods installed? If not, would you mind telling me what you were blocking against? Then again, I have done more work on the mod, so it is possible I've already fixed the error unknowingly and therefore can't replicate it...
It does use ModLoader, but ML can't do things like modify what happens when a wood block gets harvested. That is why I need to modify the vanilla classes. As for Millenaire, I don't know if it would crash per say, but some weird stuff would probably happen at least.
*Youtube Channel for Gaming*
Lose everything earned?
Or the assigned stats remain and only current earned exp is lost?
Unless I discover that there is a really easy and quick way to do it, I probably won't for two reasons: 1) I am not familiar with bukkit, and I don't have any experience in making bukkit plugins. 2) While I don't mind the fact that this mod will *practically* be nullified once vanilla skills come out, I don't want to go through all the extra trouble of making it a server mod and still have that happen. Sorry.
All skills are reset to 0. However, if you are able to recover your XP, you will of course receive skill points for all the level-ups you get.
Also, a new version will be out tomorrow with at least one new skill. For now, I go to sleep.
"Jumping" Allows you to high jump and multi jump. And "Farming" for increased wheat and melon drops.
Sprinting (thought this was added into the game)
1st point, gain sprint, every other point increases sprint speed
every 5 decrease fall damage
Jumping,
Increase jump height(not very high, just slight amounts for distance jumping, an possibly max level be able to jump up 2-3 blocks max)
every 5 reduce fall damage
Marksmen
decrease pull back time
ever 5 increase damage and movement during pull back
Iron stomach
decrease rate which hunger grows
every 5 food restores more
Iron Lungs
decrease air degeneration
every 5 increases air regeneration
Green Thumb
Increases chance of seed and wheat yields
every 5, increase chance of apples?
Swimming
Think of sprinting but in water
Eagle Eyes
see better in dark places/underwater (couldn't think of anything better for that one)
Beast Master
higher chance or taming wolves
make the hit more, take less damage, recover faster (could turn this one into multiple feats)
Healthy heart
Causes health regeneration
Crafting
Increase item durability
chance of making duplicate(very low chance)
Spider Scene?
Visual trigger when hostile mob is near but not in FOV(really drawing blanks for some of these)
Ultimate Fisher
Takes less time to catch fish
Mob Bane (one for each mob)
Do more damage to particular mob
every 5 increase crit chance on said mob
Again some of these may be to difficult to make, if not impossible, but they are just some ideas i came up with, will try more if they sound good.
What you have done is add functionality to the game that one can opt to improve or not, as opposed to sitting and spending time digging dirt just so one can eventually dig sand.
:edit: id.class is clashing with modoptionsAPI, which is needed for nature overhaul :/
As for the exact implementation, I would keep things intuitive and as close to existing in-game mechanics as possible. The chance for critical hit for swords or double-drop from mining are both examples of good, intuitive benefits that closely follow existing mechanics. The chance to chop down the whole tree however is not. If I may make a suggestion for the tree harvesting, how about making this a chance for a double-drop as well?
diamonds for you!