I can't seem to make a dialogue then change it to aggressive. So let's say I wanted to make a Vilian that can talk before we fight it has to be on friendly... Is there any to swap from friendly to aggressive thru dialogue?
in the dialog-close tab. the 132 must match your dialog # and the 1 in setFaction is the new (aggressive) faction - not sure if this is the right # might be 0,1,2 or 3
--- Minecraft Crash Report ----
// But it works on my machine.
Time: 8/21/15 8:03 AM
Description: Rendering screen
io.netty.channel.ChannelException: connection refused
at io.netty.channel.local.LocalChannel$LocalUnsafe.connect(LocalChannel.java:361)
at io.netty.channel.DefaultChannelPipeline$HeadHandler.connect(DefaultChannelPipeline.java:1008)
at io.netty.channel.DefaultChannelHandlerContext.invokeConnect(DefaultChannelHandlerContext.java:494)
at io.netty.channel.DefaultChannelHandlerContext.connect(DefaultChannelHandlerContext.java:479)
at io.netty.channel.DefaultChannelHandlerContext.connect(DefaultChannelHandlerContext.java:464)
at io.netty.channel.DefaultChannelPipeline.connect(DefaultChannelPipeline.java:847)
at io.netty.channel.AbstractChannel.connect(AbstractChannel.java:198)
at io.netty.bootstrap.Bootstrap$2.run(Bootstrap.java:165)
at io.netty.util.concurrent.SingleThreadEventExecutor.runAllTasks(SingleThreadEventExecutor.java:354)
at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:348)
at io.netty.util.concurrent.SingleThreadEventExecutor$2.run(SingleThreadEventExecutor.java:101)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at io.netty.channel.local.LocalChannel$LocalUnsafe.connect(LocalChannel.java:361)
at io.netty.channel.DefaultChannelPipeline$HeadHandler.connect(DefaultChannelPipeline.java:1008)
-- Screen render details --
Details:
Screen name: net.minecraft.client.gui.GuiMainMenu
Mouse location: Scaled: (148, 50). Absolute: (1365, 767)
Screen size: Scaled: (456, 256). Absolute: (1366, 768). Scale factor of 3
Stacktrace:
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1067)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 100114192 bytes (95 MB) / 305049600 bytes (290 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1492 10 mods loaded, 10 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1492} [Minecraft Forge] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
UCHIJAAAA animatedplayer{1.5.1} [Animated Player Mod] (AnimatedPlayer-1.7.10-1.5.1.jar)
UCHIJAAAA AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar)
UCHIJAAAA customnpcs{1.7.10d} [CustomNpcs] (CustomNPCs_1.7.10d.jar)
UCHIJAAAA jcanimation{1.2.4} [JCAnimationAPI] (JurassiCraft-1.4.5.jar)
UCHIJAAAA llibrary{0.3.4-1.7.10} [LLibrary] (LLibrary-0.3.4-1.7.10.jar)
UCHIJAAAA jurassicraft{1.4.5} [JurassiCraft] (JurassiCraft-1.4.5.jar)
UCHIJAAAA cfm{3.4.8} [§9MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.4.8(1.7.10).jar)
GL info: ' Vendor: 'Intel' Version: '3.1.0 - Build 9.17.10.4229' Renderer: 'Intel(R) HD Graphics 2000'
Launched Version: 1.7.10-Forge10.13.4.1492-1.7.10
LWJGL: 2.9.1
OpenGL: Intel(R) HD Graphics 2000 GL version 3.1.0 - Build 9.17.10.4229, Intel
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
in the dialog-close tab. the 132 must match your dialog # and the 1 in setFaction is the new (aggressive) faction - not sure if this is the right # might be 0,1,2 or 3
Hello! Just wanted to start off by saying that this is such a great mod!
How every I do have a (few) question(s):
Recently I've used the CustomNPCs mod to practice my PvP, but I've been wondering, is there a way to make the NPC(s);
Strafe?
Switch between weapons and/or secondaries without duel-wielding (i.e. sword, bow, FNS, fishing rod, healing potion etc.)?
Dodge arrows while shooting?
Retreat to different area to heal and then turn and fight?
If any or all of these are possible please let me know. And if not, maybe you have some ideas for your next update?
your mods are insane and I don't know what i would do without them.
Good job and good luck for your projects !
------------------------------------------
But I also have an idea to improve the trading: I always have the problem that I have to create tonns of npcs to make a shop. So I had the idea to use pages. I mean pages with offers. Currently it's just one.
I was wondering if it is possible to create NPCs using a model modified in More Players Model, that is with different heights and body shape.
It would be usefull for example to create a NPC Basketball Team
Thanks
You can create NPC models similarly to the MpM feature, by editing the model under the display tab. I can't remember if this is a beta feature or not, so if you need the 1.8 beta see just above.
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
Hello! Just wanted to start off by saying that this is such a great mod!
How every I do have a (few) question(s):
Recently I've used the CustomNPCs mod to practice my PvP, but I've been wondering, is there a way to make the NPC(s);
Strafe?
Switch between weapons and/or secondaries without duel-wielding (i.e. sword, bow, FNS, fishing rod, healing potion etc.)?
Dodge arrows while shooting?
Retreat to different area to heal and then turn and fight?
If any or all of these are possible please let me know. And if not, maybe you have some ideas for your next update?
Thanks for all your hard work!
-iLaggers
What you've described is a much more advanced AI than what Minecraft has. You could however replicate these strategies by playing around in the AI tab of the NPC editing GUI and changing the tactics, or you could try to get to grips with scripting which would allow you even more advanced options.
Just keep in mind the AI of the NPC's can't act up to the full potential of a real, human player.
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
What you've described is a much more advanced AI than what Minecraft has. You could however replicate these strategies by playing around in the AI tab of the NPC editing GUI and changing the tactics, or you could try to get to grips with scripting which would allow you even more advanced options.
Just keep in mind the AI of the NPC's can't act up to the full potential of a real, human player.
Thanks for answering my question so soon! I have done some tweaking since I posted this and was able to make them strafe, retreat to heal and combo.
What I'm looking to make is a singleplayer version of the "DojoBot" from pvp dojo so I can practice my PvP without having to join a server.
I am fairly new with custom npcs so I've been doing research and exploring on the mod itself. I think the most confusing to me is the scripting. Maybe you could help?;
"If you require aid with Custom NPC's give me a shout. I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can."
The Meaning of Life, the Universe, and Everything.
Location:
Neverland
Join Date:
2/1/2015
Posts:
246
Location:
The Mesa
Member Details
I love this mod!
Just curious, if I'm using CustomNPCs on a server, will I need to add any custom skins I use to the server or not? I found a couple nice skins and have added them to my client, and I'm adding mods to my server so why not wait a bit xD (I'm doing a roleplay series but I am hoping to have people on and kind of know a guy who knows a lot about CNPCs and so I'm hoping he can help me with some of the dialogue as it is quite messed up at the moment xD).
I think the most confusing to me is the scripting. Maybe you could help?;
"If you require aid with Custom NPC's give me a shout. I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can."
Thanks,
-iLaggers
I'm still on the flip side with that. I've got a couple basic things under my belt, though nothing of real use, sorry. If you flick through the last couple pages you should be able to find our "residential scripter" though.
Just curious, if I'm using CustomNPCs on a server, will I need to add any custom skins I use to the server or not? I found a couple nice skins and have added them to my client, and I'm adding mods to my server so why not wait a bit xD (I'm doing a roleplay series but I am hoping to have people on and kind of know a guy who knows a lot about CNPCs and so I'm hoping he can help me with some of the dialogue as it is quite messed up at the moment xD).
No, all skins are loaded from the client side. So if your going to have anyone else join you, they'll have to download a skin pack you make and put it in the exact same .minecraft>customnpcs directory or their client won't be able to show them the skins on the NPC's. If you have another computer in your place, use the LAN feature to help you set this up and get the directories right.
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
Hey, I noticed a debilitating glitch. Every NPC I make despawns, regardless of if I want it to. Please fix this.
You saying that there is a problem, but not providing anyway for us help you fix it.
What mod version are you using?
What's your Forge version on?
Singleplayer or Server?
Do you have any other mods/plugins that might be causing the issue?
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
None of those mods look like they'd create any kind of conflict, but you said your using "1.7.10" of Custom NPC's, there are no letters after it? Try using this version for 1.7.10.
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
The staffs are oddly not working for me. Though it does the particle affects but nothing else... I have the spells. Anyways great mod! Keep up the good work!
read how to do scripting here: http://www.kodevelopment.nl/minecraft/customnpcs/scripting
then put:
if (player.hasReadDialog(132)) {
npc.setFaction(1)
}
in the dialog-close tab. the 132 must match your dialog # and the 1 in setFaction is the new (aggressive) faction - not sure if this is the right # might be 0,1,2 or 3
Here's what happened to mine when I opened my MC
--- Minecraft Crash Report ----
// But it works on my machine.
Time: 8/21/15 8:03 AM
Description: Rendering screen
io.netty.channel.ChannelException: connection refused
at io.netty.channel.local.LocalChannel$LocalUnsafe.connect(LocalChannel.java:361)
at io.netty.channel.DefaultChannelPipeline$HeadHandler.connect(DefaultChannelPipeline.java:1008)
at io.netty.channel.DefaultChannelHandlerContext.invokeConnect(DefaultChannelHandlerContext.java:494)
at io.netty.channel.DefaultChannelHandlerContext.connect(DefaultChannelHandlerContext.java:479)
at io.netty.channel.DefaultChannelHandlerContext.connect(DefaultChannelHandlerContext.java:464)
at io.netty.channel.DefaultChannelPipeline.connect(DefaultChannelPipeline.java:847)
at io.netty.channel.AbstractChannel.connect(AbstractChannel.java:198)
at io.netty.bootstrap.Bootstrap$2.run(Bootstrap.java:165)
at io.netty.util.concurrent.SingleThreadEventExecutor.runAllTasks(SingleThreadEventExecutor.java:354)
at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:348)
at io.netty.util.concurrent.SingleThreadEventExecutor$2.run(SingleThreadEventExecutor.java:101)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at io.netty.channel.local.LocalChannel$LocalUnsafe.connect(LocalChannel.java:361)
at io.netty.channel.DefaultChannelPipeline$HeadHandler.connect(DefaultChannelPipeline.java:1008)
-- Screen render details --
Details:
Screen name: net.minecraft.client.gui.GuiMainMenu
Mouse location: Scaled: (148, 50). Absolute: (1365, 767)
Screen size: Scaled: (456, 256). Absolute: (1366, 768). Scale factor of 3
Stacktrace:
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1067)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 100114192 bytes (95 MB) / 305049600 bytes (290 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1492 10 mods loaded, 10 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1492} [Minecraft Forge] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
UCHIJAAAA animatedplayer{1.5.1} [Animated Player Mod] (AnimatedPlayer-1.7.10-1.5.1.jar)
UCHIJAAAA AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar)
UCHIJAAAA customnpcs{1.7.10d} [CustomNpcs] (CustomNPCs_1.7.10d.jar)
UCHIJAAAA jcanimation{1.2.4} [JCAnimationAPI] (JurassiCraft-1.4.5.jar)
UCHIJAAAA llibrary{0.3.4-1.7.10} [LLibrary] (LLibrary-0.3.4-1.7.10.jar)
UCHIJAAAA jurassicraft{1.4.5} [JurassiCraft] (JurassiCraft-1.4.5.jar)
UCHIJAAAA cfm{3.4.8} [§9MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.4.8(1.7.10).jar)
GL info: ' Vendor: 'Intel' Version: '3.1.0 - Build 9.17.10.4229' Renderer: 'Intel(R) HD Graphics 2000'
Launched Version: 1.7.10-Forge10.13.4.1492-1.7.10
LWJGL: 2.9.1
OpenGL: Intel(R) HD Graphics 2000 GL version 3.1.0 - Build 9.17.10.4229, Intel
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Map and mods making student.
Huh? i don't understand
Jurassicraft is awesome!!!!!!!
Hello! Just wanted to start off by saying that this is such a great mod!
How every I do have a (few) question(s):
Recently I've used the CustomNPCs mod to practice my PvP, but I've been wondering, is there a way to make the NPC(s);
If any or all of these are possible please let me know. And if not, maybe you have some ideas for your next update?
Thanks for all your hard work!
-iLaggers
[img]http:/www.nodiatis.com/pub/20.jpg[/img][/p]
Hallo
this mod is very very interesting and fun.
I was wondering if it is possible to create NPCs using a model modified in More Players Model, that is with different heights and body shape.
It would be usefull for example to create a NPC Basketball Team
Thanks
Dear Noppes,
your mods are insane and I don't know what i would do without them.
Good job and good luck for your projects !
------------------------------------------
But I also have an idea to improve the trading: I always have the problem that I have to create tonns of npcs to make a shop. So I had the idea to use pages. I mean pages with offers. Currently it's just one.
------------------------------------------
I hope you read this comment/idea.
Have a nice day
Have a nice day
tistGamer
I'm willing to bet that this is because the "M" in mount is needs to be capitalized! really it makes a difference!
There is a 1.8 beta out already, find it here.
You can create NPC models similarly to the MpM feature, by editing the model under the display tab. I can't remember if this is a beta feature or not, so if you need the 1.8 beta see just above.
What you've described is a much more advanced AI than what Minecraft has. You could however replicate these strategies by playing around in the AI tab of the NPC editing GUI and changing the tactics, or you could try to get to grips with scripting which would allow you even more advanced options.
Just keep in mind the AI of the NPC's can't act up to the full potential of a real, human player.
Thanks for answering my question so soon! I have done some tweaking since I posted this and was able to make them strafe, retreat to heal and combo.
What I'm looking to make is a singleplayer version of the "DojoBot" from pvp dojo so I can practice my PvP without having to join a server.
I am fairly new with custom npcs so I've been doing research and exploring on the mod itself. I think the most confusing to me is the scripting. Maybe you could help?;
"If you require aid with Custom NPC's give me a shout. I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can."
Thanks,
-iLaggers
[img]http:/www.nodiatis.com/pub/20.jpg[/img][/p]
I love this mod!
Just curious, if I'm using CustomNPCs on a server, will I need to add any custom skins I use to the server or not? I found a couple nice skins and have added them to my client, and I'm adding mods to my server so why not wait a bit xD (I'm doing a roleplay series but I am hoping to have people on and kind of know a guy who knows a lot about CNPCs and so I'm hoping he can help me with some of the dialogue as it is quite messed up at the moment xD).
so
All my social media whachamacallsems!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Youtube: youtube.com/c/puppyspirit36teamender
Twitter: twitter.com/kittykqtender
I'm still on the flip side with that. I've got a couple basic things under my belt, though nothing of real use, sorry. If you flick through the last couple pages you should be able to find our "residential scripter" though.
No, all skins are loaded from the client side. So if your going to have anyone else join you, they'll have to download a skin pack you make and put it in the exact same .minecraft>customnpcs directory or their client won't be able to show them the skins on the NPC's. If you have another computer in your place, use the LAN feature to help you set this up and get the directories right.
Hey, I noticed a debilitating glitch. Every NPC I make despawns, regardless of if I want it to. Please fix this.
[center][center]
You saying that there is a problem, but not providing anyway for us help you fix it.
What mod version are you using?
What's your Forge version on?
Singleplayer or Server?
Do you have any other mods/plugins that might be causing the issue?
I use CustomNPCs version 1.7.10.
Forge is 10.13.4.1492.
I'm on Single Player, and here are my mods.
AnimationAPI-1.7.10-1.2.4
Craftable-Animals-Mod-1.7.10
CraftGuide-1.6.8.2-forge
CustomNPCs_1.7.10
MutantCreatures-1.7.10-1.4.8
mwaw-1.7.10-0.0.6
OpenModularTurrets-1.7.10-2.1.2-160
QuiverBow_1.7.10_b100
rafradek_blocklauncher-1.3.2
rivalrebels-1.7.10J
TooManyItems2014_07_15_1.7.10_Forge
TooMuchTNT v2.9
[center][center]
here is your dialog tutorial - hopes it what you wanted!? Its a little longer than I wanted but didn't have time to edit.
None of those mods look like they'd create any kind of conflict, but you said your using "1.7.10" of Custom NPC's, there are no letters after it? Try using this version for 1.7.10.
Noppes, do you know to create a continuous dialog, Like not having to put the player commands on the list like this:
Hello.
What are you looking for?
Okay i'll take it...
But like this:
----------------------------
[Choice]
NPC Talks
[Choice]
----------------------------
Yeah, you get the point...
The staffs are oddly not working for me. Though it does the particle affects but nothing else... I have the spells. Anyways great mod! Keep up the good work!
Ididnotpostanythingstupid
Love this mod, but will any more updates be coming out for 1.7.10?