well.. the getHeldItem function doesn't work like I thought, but I corrected it and also found a way to use it with a named weapon.
[either damaged or killed hook]
var enemy = event.getSource();
var sword = enemy.getHeldItem();
if(sword.getDisplayName()=="Hunter"){
npc.despawn()
}
this will permanently despawn the NPC if it is attacked/killed with any weapon called "Hunter"
edit: damn you Ninja-Noppes
You forgot to check if the source is a player. It would crash if attacked by something other than a player as it wouldnt have the getHeldItem function. It would also crash if the player wasnt holding an item.
-ninjas out-
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I have set my security to Guard job and set that they wont attack creepers. But everytime i come back theres a big boom and once i saw when they attacked creeper
What is the setup of your guard? Is it perhaps a ranged? Its still possible that while for example it shoots at a zombie and a creeper is in the way that the creeper gets attacked by accident.
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Thanks to both you and Blaze I finally got it working. ^^; (For some reason the code wouldn't work with var entity and entity getType, but after changing them both to enemy it did and seems to be okay.)
Another alpha version. I might release this as an actual release if we hear nothing about forge 1.8 for the next 2 weeks.
This has a couple more bug fixes and the companion is functional now. For those who hadnt figured it out yet. You can bind a companion to you by spawning it with a soulstone.
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first thing the mithril ingot wont show its texture, two as much as I would love a 1.8 update given everything not updating like bukket and all I don't see it happening, three I would like to ask could I like make you some texture for the armour as i am really good at that king of thing. The last thing i would ask is what kind of changes do you have planed for your next update, I don't need to know I just like hearing what my favorite modders are doing.
I'm using the mod with DrZhark's Mo' Creatures. A problem I'm encountering is that selecting some models from Mo' Creatures will result in the NPC lacking a model. It's not just that they lack texture: the actual body of the NPC seems to vanish. This can be fixed on some creatures by setting 'Adult' to 'Yes' on the model customiser, but not with others. Here's what I've found:
MoCreatures models that appear when Adult set to Yes
MoCreatures.Bear
MoCreatures.BigCat
MoCreatures.Boar
MoCreatures.Bunny
MoCreatures.Kitty
MoCreatures.PetScorpion
MoCreatures.Scorpion
MoCreatures.WildHorse
MoCreatures models that do not appear even when Adult is set to Yes
MoCreatures.Crocodile
MoCreatures.Deer
MoCreatures.Dolphin
MoCreatures.Goat
MoCreatures.Shark
MoCreatures.Snake
MoCreatures.Turtle
All other models in the mod appear even when Adult isn't set to Yes.
Almost all of the models which refuse to appear have the potential for some sort of variation in appearance; crocodiles, dolphins and sharks can spawn in different sizes, but they are otherwise identical; deer can spawn at different sizes and some have antlers (but those might just be part of the skin); goats can spawn at different sizes with slightly different features depending on their gender; snakes can spawn in different sizes and with some different features (hoods and rattles). As far as I'm aware all turtles are identical, but they can be flipped upside down and retreat into their shells, which might rely on different models/model changes.
The fact that all models which refuse to appear have this model variation might be relevent. However, some models which do appear just fine or appear when Adult is set to Yes also have model variation. For example, Mo'Creatures ogres can appear with one or two heads, but work when used as an NPC model (though only as the two headed variation; it would be nice if the one headed variation could somehow be selected), and BigCats can have manes if male lions (again, only the non-mane variation appears as an NPC).
Is there any way for these model issues to be solved? it would be nice to have access to the full range of Mo'Creatures models, and all the variations those models have.
Is there any way for these model issues to be solved? it would be nice to have access to the full range of Mo'Creatures models, and all the variations those models have.
There is no easy way to do that. Though some of the variations are just other textures right? You can easily select those with the texture selector.
first thing the mithril ingot wont show its texture, two as much as I would love a 1.8 update given everything not updating like bukket and all I don't see it happening, three I would like to ask could I like make you some texture for the armour as i am really good at that king of thing. The last thing i would ask is what kind of changes do you have planed for your next update, I don't need to know I just like hearing what my favorite modders are doing.
1) Thanks
2) Not a question?
3) Sure go ahead.
4) Uhm well the alpha version has all the changes I have planned for the next update... The full list is here
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whilst using the alpha, I found it fixes the previous issue I had with natural spawns not occuring, but although you can save clones of NPCs, you can't place them as the cloner interface is perpetually empty, as if it has no saved clones, just a heads up in case it hasn't been noticed before
Yeah, variations on things like the horses and seem to be mostly textures. It's a shame about the other models though. Is there anything specific that's stopping those models from appearing? Other than goats and snakes, the only model variation in those mobs is that they can spawn at different sizes, but that doesn't seem to cause problems for things like vanilla mobs with baby forms or some of the other mobs in Mo'Creatures.
No clue. Id have to look into their code to see whats happening.
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Found a strange bug in 1.7.10c: NPCs don't change models between night and day mode. The originally Human Male NPC kept the ocelot model after sunrise, his skin just changed and stretched over the ocelot model.
Not sure if this is something that you have any interest in adding to your mod or if it is even possible, but it would be really cool if you could make a block that allows you to restrict natural mob spawning for hostiles within a specified radius. It would be really nice to be able to have a survival world with safe zones or NPC towns that don't have hostile mobs, but could still look nice without torch spamming the place.
um hi, i'm just wondering how to use faction points on a player. Me and my friends are trying to do Army vs Army thing but we cant because we dont know how to. And sorry if someone has already given the answer.
I've been playing around with the mounter in the alpha (not the newest one, the one just before it) and I must say, even though it doesn't work it's still a blast to see a knight sallying forth into battle on his trusty steed. xD I hope someday you find the time to implement a more proper mounting feature because it'd just be so awesome.
Not saying this mod isn't already #1 on my list for how awesome it is, because it is.
first: i was not able to replicate the crashes I was having, so it's everything ok ^^
second: a sugestion :3 add Can bounce, and bouce count to pojectiles :3 After the bounce count has been reached it reacts like a normal prjectille owo It would be fun to make a goblin take throws bombs that bounce a bit then explode
(gear) third: Something like a "next page" dialog option, so it does the same as a dialog option, going to another dialog with more options, but it doesn't make the NPc nor you speak anything
fourth: it's more a suggestion to more player models (don't want to annoy you twice) OwO add a distance limit to chat, sometimes the chat baloon is not enough (specially on Lan [not able to make server btw] gameplay with lots of people, when there's no way to use bukkit plugins)
Scripting indeed has a world.spawnParticle function. Though I also added some default particles in the Edit Model menu
You forgot to check if the source is a player. It would crash if attacked by something other than a player as it wouldnt have the getHeldItem function. It would also crash if the player wasnt holding an item.
-ninjas out-
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What is the setup of your guard? Is it perhaps a ranged? Its still possible that while for example it shoots at a zombie and a creeper is in the way that the creeper gets attacked by accident.
Want to support me? Become one of my patrons:
Thanks to both you and Blaze I finally got it working. ^^; (For some reason the code wouldn't work with var entity and entity getType, but after changing them both to enemy it did and seems to be okay.)
This has a couple more bug fixes and the companion is functional now. For those who hadnt figured it out yet. You can bind a companion to you by spawning it with a soulstone.
Want to support me? Become one of my patrons:
Dont Forget about the Horses
-Unicorn Not Showing Horn
-WInged Horses Not Showing Wings
There is no easy way to do that. Though some of the variations are just other textures right? You can easily select those with the texture selector.
1) Thanks
2) Not a question?
3) Sure go ahead.
4) Uhm well the alpha version has all the changes I have planned for the next update... The full list is here
Want to support me? Become one of my patrons:
Singleplayer or multiplayer?
No clue. Id have to look into their code to see whats happening.
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Great mod and all though i would like to make one alteration
Requesting your permission of course . I was trying to add more
music for bard for this story i'm doing about dragons but it
doesn't seem to take .... I've converted it to Ogg file
and still it doesn't recognize it .The thing is , the bards
are supposed to play the Anthem of the faction they're in .
I was wondering if it was possible to add more music
- Momo / Okia
Not sure if this is something that you have any interest in adding to your mod or if it is even possible, but it would be really cool if you could make a block that allows you to restrict natural mob spawning for hostiles within a specified radius. It would be really nice to be able to have a survival world with safe zones or NPC towns that don't have hostile mobs, but could still look nice without torch spamming the place.
Can you put a companion waiting function in the companion gui instead of right clicking? I would like to open companion menu using dialogue.
thanks and sorry for my english.
Not saying this mod isn't already #1 on my list for how awesome it is, because it is.
Yes i know that just no how to change it, But thanks for answering.
first: i was not able to replicate the crashes I was having, so it's everything ok ^^
second: a sugestion :3 add Can bounce, and bouce count to pojectiles :3 After the bounce count has been reached it reacts like a normal prjectille owo It would be fun to make a goblin take throws bombs that bounce a bit then explode
(gear) third: Something like a "next page" dialog option, so it does the same as a dialog option, going to another dialog with more options, but it doesn't make the NPc nor you speak anything
fourth: it's more a suggestion to more player models (don't want to annoy you twice) OwO add a distance limit to chat, sometimes the chat baloon is not enough (specially on Lan [not able to make server btw] gameplay with lots of people, when there's no way to use bukkit plugins)
Also how to you Make a marching band, you know having every one walk in formation.
Well you could adjust the walking speed to a marching speed then use the "PATHER" tool. Afterwards, just clone them and voila! A marching band!