ahh, thanks.
Also, I found a bug with the enchanting. If you use one stone tablet on an item, then use the same type of tablet on that item again, you get the enchantment listed twice (as opposed to the expected level upgrade of the enchant or whatever it is supposed to do).
For instance, I just used a water tablet on a plate helm and got fire protection 1. I want aqua affinity, so I use another water tablet on it, and again get fire protection 1, but it is listed as another enchantment.
Well, then you should fix that cause now I got a stacked bow XDD using the runes. Infinity I, Power I, Punch I, Flame I
It doesn't stop you from using multiple enchants on the same item.
must just be for some items. anyway whats wrong with that, if you try doubelling runes then i suppose you get whats expected. later id might add multi runes(allowing to upgrade)
must just be for some items. anyway whats wrong with that, if you try doubelling runes then i suppose you get whats expected. later id might add multi runes(allowing to upgrade)
Things I've multi enchanted with runes: Plate helm, ornate sword, and bow. Haven't tried anything else, but I might go onto a creative mode to test.
I have some cool suggestions for the runes that you may or may not like. First, I think that they should cost lvls (idk, like 5 per tier lvl, so 5 for fire / water / wind, 10 for 2nd tier, and 15 for 3rd tier). This is because it is a replacement for the current vanilla enchantment system and as such, essentially makes the current system useless and by association experience! Also, I think maybe when you use a rune of the same enchantment on an item with that enchantment, it instead levels up that enchant, but costs levels equal to that enchants base cost (above) time the level it will upgrade it to. For example, if you have knockback 1 on a sword and add the tier 2 enchant for knockback (drawing a blank on the name), then it will upgrade the sword to knockback 2 and take away 20 levels (if you have that many). This makes it so you not only have to get the materials, but you have to get the experience for the enchant!
If you want, you can put up the mod on a repository or something and I can mod this in myself. If you want, theres a great, free, private repository host that you can host SVN or GIT called http://assembla.com. Message me if you are interested!
I have some cool suggestions for the runes that you may or may not like. First, I think that they should cost lvls (idk, like 5 per tier lvl, so 5 for fire / water / wind, 10 for 2nd tier, and 15 for 3rd tier). This is because it is a replacement for the current vanilla enchantment system and as such, essentially makes the current system useless and by association experience! Also, I think maybe when you use a rune of the same enchantment on an item with that enchantment, it instead levels up that enchant, but costs levels equal to that enchants base cost (above) time the level it will upgrade it to. For example, if you have knockback 1 on a sword and add the tier 2 enchant for knockback (drawing a blank on the name), then it will upgrade the sword to knockback 2 and take away 20 levels (if you have that many). This makes it so you not only have to get the materials, but you have to get the experience for the enchant!
If you want, you can put up the mod on a repository or something and I can mod this in myself. If you want, theres a great, free, private repository host that you can host SVN or GIT called http://assembla.com. Message me if you are interested!
The primary idea i had with runes was to allow an alternative that didnt require experiance, so people wont have to spend hours getting experiance for a tool that gives a useless enchantment and lasts 10 times less than it took to get the experiance in the first place.
As for the enchantment upgrades. right now i see no way for the rune(EnchantmentRuneHelper class) to know what enchantments are currently on the item.
whats that repositoty, and hows it work and used. and does it have a high ad-content ratio
If you can't make NPC's... Why not just feature randomly spawned abandoned kingdoms which have an occasional treasury with chests of loot. (P.S. Why not call them "Fallen Kingdoms" like Captain Sparklez's famous video Fallen Kingdom)
The primary idea i had with runes was to allow an alternative that didnt require experiance, so people wont have to spend hours getting experiance for a tool that gives a useless enchantment and lasts 10 times less than it took to get the experiance in the first place.
As for the enchantment upgrades. right now i see no way for the rune(EnchantmentRuneHelper class) to know what enchantments are currently on the item.
whats that repositoty, and hows it work and used. and does it have a high ad-content ratio
I've worked a little with putting enchantments on items randomly in 1.0.0, which involved looking to make sure a second enchantment wasn't already on the item. And looking at the repository I have for my game, there is no ads that I can see. The idea is that you can use a version control system (SVN is my favorite) to "commit" local classes to the repository in a project. Only files that you have changed will be committed, as to avoid messing up the system for multiple users. The system should also catch conflicts when multiple people release later versions of the same file (like if I update the EnchantmentRuneHelper from version 3 to 4, but you also commit from 3 to 4, they system keeps both and allows you to choose which file to keep or which changes to keep). If you contact me on Skype I could walk you through the process of setting up subversion and subclipse plugin for eclipse. My username for Skype is thehalemaster. If you want to use some other messenger, just let me know.
If you can't make NPC's... Why not just feature randomly spawned abandoned kingdoms which have an occasional treasury with chests of loot. (P.S. Why not call them "Fallen Kingdoms" like Captain Sparklez's famous video Fallen Kingdom)
wont. that be considerably harder than the ncps. an extention to pre-existing villages(change of material and decoration) could be simple, so could adding new villages.
Though i have considered a new village gen. with the generator acting like its on an 8x8 block grid. creating buildings(all in 8x8 area) along. so it starts with the town centre, the makes(high chance) a road. then aside the road radom buildings.. but such a thing would still be buggy due to obstructions and land changes.
I might add randomly generated fortresses and go from there.(they might have a treasury underneath. and some sorta script or tileentity that makes the guards attack you when you enter
not exactly farlandy.. it just adds some more ranomisation. so some areas are mountainy and some are flat
Yea while I was testing, I was getting some awesome huge caves on mountainfaces with waterfalls in front of them. Pretty cool. I was able to figure out what one of the classes was, but I don't know what aly.class is. I saw some mods that increase fire potency with that class, so I thought it had something to do with it.
Aly class is a chunk generating class. i used it(when it determined the hills with the biomes height limits) randomised it, so chunks have random heights
ahh, thanks.
Also, I found a bug with the enchanting. If you use one stone tablet on an item, then use the same type of tablet on that item again, you get the enchantment listed twice (as opposed to the expected level upgrade of the enchant or whatever it is supposed to do).
For instance, I just used a water tablet on a plate helm and got fire protection 1. I want aqua affinity, so I use another water tablet on it, and again get fire protection 1, but it is listed as another enchantment.
Well, then you should fix that cause now I got a stacked bow XDD using the runes. Infinity I, Power I, Punch I, Flame I
It doesn't stop you from using multiple enchants on the same item.
Things I've multi enchanted with runes: Plate helm, ornate sword, and bow. Haven't tried anything else, but I might go onto a creative mode to test.
-Ah yeh you can double-off runes
If you want, you can put up the mod on a repository or something and I can mod this in myself. If you want, theres a great, free, private repository host that you can host SVN or GIT called http://assembla.com. Message me if you are interested!
The primary idea i had with runes was to allow an alternative that didnt require experiance, so people wont have to spend hours getting experiance for a tool that gives a useless enchantment and lasts 10 times less than it took to get the experiance in the first place.
As for the enchantment upgrades. right now i see no way for the rune(EnchantmentRuneHelper class) to know what enchantments are currently on the item.
whats that repositoty, and hows it work and used. and does it have a high ad-content ratio
I've worked a little with putting enchantments on items randomly in 1.0.0, which involved looking to make sure a second enchantment wasn't already on the item. And looking at the repository I have for my game, there is no ads that I can see. The idea is that you can use a version control system (SVN is my favorite) to "commit" local classes to the repository in a project. Only files that you have changed will be committed, as to avoid messing up the system for multiple users. The system should also catch conflicts when multiple people release later versions of the same file (like if I update the EnchantmentRuneHelper from version 3 to 4, but you also commit from 3 to 4, they system keeps both and allows you to choose which file to keep or which changes to keep). If you contact me on Skype I could walk you through the process of setting up subversion and subclipse plugin for eclipse. My username for Skype is thehalemaster. If you want to use some other messenger, just let me know.
wont. that be considerably harder than the ncps. an extention to pre-existing villages(change of material and decoration) could be simple, so could adding new villages.
Though i have considered a new village gen. with the generator acting like its on an 8x8 block grid. creating buildings(all in 8x8 area) along. so it starts with the town centre, the makes(high chance) a road. then aside the road radom buildings.. but such a thing would still be buggy due to obstructions and land changes.
I might add randomly generated fortresses and go from there.(they might have a treasury underneath. and some sorta script or tileentity that makes the guards attack you when you enter
Does it make the generation all farlandy? Cause the world I created has a lot of the separated pieces and weird straight up walls.
Yea while I was testing, I was getting some awesome huge caves on mountainfaces with waterfalls in front of them. Pretty cool. I was able to figure out what one of the classes was, but I don't know what aly.class is. I saw some mods that increase fire potency with that class, so I thought it had something to do with it.