One of the new features in 0.7.6 is custom music for the main menu and for battle. The music is not packaged with the mod due to the filesize being way to large so if you want to use the custom music download the resourcepack here. You can also download the low-res 3D model textures resourcepack there if you want faster loading times or increased performance.
As usual if you encounter any bugs, crashes, problems, etc. notify me so we can get it fixed.
I've noticed that battle music plays when near bats, which is hilarious.
Also no music for slimes.
But really, the funniest thing is the abrupt end to the music.. Any way to get that to fade out or something? I don't know how these things work ^^;
Edit: My other half used Valor form, jumped, and got blown "to the moon" (16k blocks high) by a creeper and got booted from our server because "flying is not enabled"... not a bug, just the funniest thing I've seen in a while.
I've noticed that battle music plays when near bats, which is hilarious.
Also no music for slimes.
But really, the funniest thing is the abrupt end to the music.. Any way to get that to fade out or something? I don't know how these things work ^^;
Edit: My other half used Valor form, jumped, and got blown "to the moon" (16k blocks high) by a creeper and got booted from our server because "flying is not enabled"... not a bug, just the funniest thing I've seen in a while.
Edit: edit: actually, that might be a bug
The valor form thing is a bug, we are thinking on a way to fix that XD
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Darkmega18
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G'day Abelatox and wehavecookies. Just a few questions and suggestions.
First of all, I love the gui menus and models etc that you've got :D. I was just wondering how the leveling up works. Does it work off it's own XP/mob kills or something or does it work off normal minecraft XP? Also, when you get defense, magic or strength ups how does that work? do they simply reduce damage or add to your damage by your total amount?
Because against normal minecraft mobs it seems to be a little... strong... Like the wood keyblades already hitting in the 8s normally and 12s for crits which is pretty stronk for the blade you start with and the fact that a lot of mobs only have like 20 health give or take a few hits cause armor... on the other side, I'm mostly going around with no armor on cause a zombie that'd usually falcon punch me out in about 3 hits is taking like 20 cause of hitting for only like half a heart and me getting random health pickups. :V
So i was thinking, would you be able to build in some sort of "elective scaling" system into it that allows you to build something that can sacrifice different levels of the heart drops to make mobs that spawn in a large radius around the player the sacrificer was built by get stronger mobs or mobs that turn up with armor or weapons so that players who're feeling a little OP cause of the level ups can have something tougher to fight? and perhaps it scales based on number of players nearby and their respective "difficulty levels" averaged out but strong enemies give more xp? Bonus epicness points if you get those into it.?
Next, do you have smart moving support? Because I'm using smart moving and despite the player api and render player api and render player api enhanced valor forms graphics were still spinning around and probably so will the others be. :V
Third, will there be combo attacks or combo attack finishers? Like attacks done with both left and rightclicking that launch or knock away etc? Theres a mod called Slashblade that has devil may cry style katanas that do combo attacks like a liftstrike, downstrike and horizontal widestrikes and an air attack. would you be able to make stuff similarly like while over the attack command you just use left and right to mash out combos like the original but perhaps modify it like after enough lefts, do a right to lift or perhaps unlockable specials/reactions that appear like in kingdom hearts 2 where you hit the button and they come out? in this case probably rightclick.
Some funny hit sparks like in the games with the stars flying off enemies etc would be cool too to finally accent that this is kingdom hearts now. only with the keyblades of course.
So like being able to lift strike with rightclick, guarding with a certain timeframe to reverse damage on enemies etc (cause I like timed blocking in games, it's fun. :D). Just so to deviate away from simply tapping/spamming left click to kill stuff. :C
I'm sure I had something else but I had dinner in between writing this up so might've lost my train of thought. :V
is there any chance you could maintain a curse forge page for the mod? there is nothing wrong with the current setup, but it feels a bit weird to me going into someone's drive to grab a mod
Rollback Post to RevisionRollBack
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
G'day Abelatox and wehavecookies. Just a few questions and suggestions.
First of all, I love the gui menus and models etc that you've got :D. I was just wondering how the leveling up works. Does it work off it's own XP/mob kills or something or does it work off normal minecraft XP? Also, when you get defense, magic or strength ups how does that work? do they simply reduce damage or add to your damage by your total amount?
Because against normal minecraft mobs it seems to be a little... strong... Like the wood keyblades already hitting in the 8s normally and 12s for crits which is pretty stronk for the blade you start with and the fact that a lot of mobs only have like 20 health give or take a few hits cause armor... on the other side, I'm mostly going around with no armor on cause a zombie that'd usually falcon punch me out in about 3 hits is taking like 20 cause of hitting for only like half a heart and me getting random health pickups. :V
So i was thinking, would you be able to build in some sort of "elective scaling" system into it that allows you to build something that can sacrifice different levels of the heart drops to make mobs that spawn in a large radius around the player the sacrificer was built by get stronger mobs or mobs that turn up with armor or weapons so that players who're feeling a little OP cause of the level ups can have something tougher to fight? and perhaps it scales based on number of players nearby and their respective "difficulty levels" averaged out but strong enemies give more xp? Bonus epicness points if you get those into it.?
Next, do you have smart moving support? Because I'm using smart moving and despite the player api and render player api and render player api enhanced valor forms graphics were still spinning around and probably so will the others be. :V
Third, will there be combo attacks or combo attack finishers? Like attacks done with both left and rightclicking that launch or knock away etc? Theres a mod called Slashblade that has devil may cry style katanas that do combo attacks like a liftstrike, downstrike and horizontal widestrikes and an air attack. would you be able to make stuff similarly like while over the attack command you just use left and right to mash out combos like the original but perhaps modify it like after enough lefts, do a right to lift or perhaps unlockable specials/reactions that appear like in kingdom hearts 2 where you hit the button and they come out? in this case probably rightclick.
Some funny hit sparks like in the games with the stars flying off enemies etc would be cool too to finally accent that this is kingdom hearts now. only with the keyblades of course.
So like being able to lift strike with rightclick, guarding with a certain timeframe to reverse damage on enemies etc (cause I like timed blocking in games, it's fun. :D). Just so to deviate away from simply tapping/spamming left click to kill stuff. :C
I'm sure I had something else but I had dinner in between writing this up so might've lost my train of thought. :V
Anyway, keep up the good work.
Thanks
Leveling up right now is fairly simple currently, XP is granted when a mob is killed the amount of XP is half max health of the mob. So a zombie would give 10 XP as its max health is 20.
The mobs which give you XP include:
Blaze
Creeper
Enderman
Endermite
Giant
Guardian
Silverfish
Skeleton
Spider
Cave spider
Witch
Wither
Zombie
Zombie pigman
This is going to change as bosses and slimes do not give XP as they are not EntityMobs. The way XP is calculated will also be different.
As for the stats, they are kinda inbalanced right now, the magic stat doesn't do anything currently. The strength stat is currently calculated like so: Damage = Base damage + (Strength * 0.25)
The defense stat is currently way too over powered and is calculated like so: Actual Damage taken = Damage taken - Defense.
This is definitely going to be improved as you can have so much defense that you take 0 damage and instantly kill pretty much any mob.
To fix this we're going to make the mobs have stats based on your level so they aren't so weak.
I'll look into smart moving support.
I'd definitely love to do this. After 1.9 has a stable-ish version of forge we'll update first then with the new stuff in 1.9 we're gonna improve the combat.
We also definitely will work on improved particles
is there any chance you could maintain a curse forge page for the mod? there is nothing wrong with the current setup, but it feels a bit weird to me going into someone's drive to grab a mod
Thanks
Leveling up right now is fairly simple currently, XP is granted when a mob is killed the amount of XP is half max health of the mob. So a zombie would give 10 XP as its max health is 20.
The mobs which give you XP include:
Blaze
Creeper
Enderman
Endermite
Giant
Guardian
Silverfish
Skeleton
Spider
Cave spider
Witch
Wither
Zombie
Zombie pigman
This is going to change as bosses and slimes do not give XP as they are not EntityMobs. The way XP is calculated will also be different.
As for the stats, they are kinda inbalanced right now, the magic stat doesn't do anything currently. The strength stat is currently calculated like so: Damage = Base damage + (Strength * 0.25)
The defense stat is currently way too over powered and is calculated like so: Actual Damage taken = Damage taken - Defense.
This is definitely going to be improved as you can have so much defense that you take 0 damage and instantly kill pretty much any mob.
To fix this we're going to make the mobs have stats based on your level so they aren't so weak.
I'll look into smart moving support.
I'd definitely love to do this. After 1.9 has a stable-ish version of forge we'll update first then with the new stuff in 1.9 we're gonna improve the combat.
We also definitely will work on improved particles
I had a feeling it was something of the sort on the leveling. Since sometimes when infernal mobs or named special mobs from thaumcraft come along I end up getting 1 or 2 level ups out of them gauranteed cause their HP is big. @_@
If 1.9 forge becomes a thing in the not too distant future will you stop supporting 1.8.9? D: I would like the combat in 1.8.9 to a degree if you could so I've got something that can stand up to Slashblade's level of coolness.
(mod spotlight of slashblades in here from Nico Nirva so you know what I'm talking about)
anyway, thanks for replying.
edit:
I've been thinking. Would you be able to make a quick rebalance on the leveling soon and make the defense equation work more like another layer of weaker armor? So damage taken gets reduced first by defense so it's like each defense point reduces damage by say 3% (so it takes around 30 points in it to get armor equivalent to diamond naturally) then that damage gets reduced by the players armor further? or something of the sort? since a linear reduction like it is now really is super op. :V the damage only increasing you by 1 every 4 seems pretty fair however I'd say. but with the combination of getting bonus health with levels aswell, it really is a gamebreaker at the minute, even for my overpowered tastes. >_<
I had a feeling it was something of the sort on the leveling. Since sometimes when infernal mobs or named special mobs from thaumcraft come along I end up getting 1 or 2 level ups out of them gauranteed cause their HP is big. @_@
If 1.9 forge becomes a thing in the not too distant future will you stop supporting 1.8.9? D: I would like the combat in 1.8.9 to a degree if you could so I've got something that can stand up to Slashblade's level of coolness.
(mod spotlight of slashblades in here from Nico Nirva so you know what I'm talking about)
anyway, thanks for replying.
edit:
I've been thinking. Would you be able to make a quick rebalance on the leveling soon and make the defense equation work more like another layer of weaker armor? So damage taken gets reduced first by defense so it's like each defense point reduces damage by say 3% (so it takes around 30 points in it to get armor equivalent to diamond naturally) then that damage gets reduced by the players armor further? or something of the sort? since a linear reduction like it is now really is super op. :V the damage only increasing you by 1 every 4 seems pretty fair however I'd say. but with the combination of getting bonus health with levels aswell, it really is a gamebreaker at the minute, even for my overpowered tastes. >_<
There's a chance we'll make a 1.8.9 version, no promises though.
That combat looks pretty cool I think I could do something kinda similar.
Yeah we definitely need to nerf a bunch of things.
Also as a general announcement I have setup a new website for the mod which is at wehavecookies56.github.io/Kingdom-Keys-Re-Coded
I'd like to hear everyone's feedback on the site. The website ins't quite finished but the general layout is done.
There's a chance we'll make a 1.8.9 version, no promises though.
That combat looks pretty cool I think I could do something kinda similar.
Yeah we definitely need to nerf a bunch of things.
Also as a general announcement I have setup a new website for the mod which is at wehavecookies56.github.io/Kingdom-Keys-Re-Coded
I'd like to hear everyone's feedback on the site. The website ins't quite finished but the general layout is done.
EDIT: We also have a Curse Forge page now.
I like the website and I understand that the website is not finished yet so take your time.
Rollback Post to RevisionRollBack
A moogle who speaks the words of men, and can summon the earth's power through his dance...- Mog
Ok so if any is still using 0.7.5.2 and still wants to, I am going to change my username which for reasons makes the game crash. I have fixed this and made a new release: 0.7.5.3. You can find it in the usual spots, google drive, github and curse forge.
I really can't wait to see how the new 1.9 battle system might be used for this mod, like Chopter said.
I'm also trying really hard not to post about when the update is coming out- my other half and I watch this thread like vultures!
I have some ideas for 1.9, waiting on forge to update first of course.
The update should be out tomorrow if everything goes smoothly.
教えて教えてよその仕組みを。
Kingdom Keys Re:Coded 0.7.6 has been released!
It's finally here everyone there's a bunch of new features so go look at the changelog
The Drive Forms now render on the player so Render Player API is required again please install it or the game will crash!
You can download it below:
Downloads | Mirror
If you'd like to support us use these links
Link Removed | Link Removed
One of the new features in 0.7.6 is custom music for the main menu and for battle. The music is not packaged with the mod due to the filesize being way to large so if you want to use the custom music download the resourcepack here. You can also download the low-res 3D model textures resourcepack there if you want faster loading times or increased performance.
As usual if you encounter any bugs, crashes, problems, etc. notify me so we can get it fixed.
And finally have fun
教えて教えてよその仕組みを。
Super awesome!!
A moogle who speaks the words of men, and can summon the earth's power through his dance...- Mog
Woo! sweet!
If any server is done, just write it down in a post
I've noticed that battle music plays when near bats, which is hilarious.
Also no music for slimes.
But really, the funniest thing is the abrupt end to the music.. Any way to get that to fade out or something? I don't know how these things work ^^;
Edit: My other half used Valor form, jumped, and got blown "to the moon" (16k blocks high) by a creeper and got booted from our server because "flying is not enabled"... not a bug, just the funniest thing I've seen in a while.
Edit: edit: actually, that might be a bug
The valor form thing is a bug, we are thinking on a way to fix that XD
Oh, it's good you already know of it LOL. Was still the funniest thing i've ever seen, though!
Yeah, when I was making the form jumps, in a couple of seconds I was like 100.000 blocks high XD
G'day Abelatox and wehavecookies. Just a few questions and suggestions.
First of all, I love the gui menus and models etc that you've got :D. I was just wondering how the leveling up works. Does it work off it's own XP/mob kills or something or does it work off normal minecraft XP? Also, when you get defense, magic or strength ups how does that work? do they simply reduce damage or add to your damage by your total amount?
Because against normal minecraft mobs it seems to be a little... strong... Like the wood keyblades already hitting in the 8s normally and 12s for crits which is pretty stronk for the blade you start with and the fact that a lot of mobs only have like 20 health give or take a few hits cause armor... on the other side, I'm mostly going around with no armor on cause a zombie that'd usually falcon punch me out in about 3 hits is taking like 20 cause of hitting for only like half a heart and me getting random health pickups. :V
So i was thinking, would you be able to build in some sort of "elective scaling" system into it that allows you to build something that can sacrifice different levels of the heart drops to make mobs that spawn in a large radius around the player the sacrificer was built by get stronger mobs or mobs that turn up with armor or weapons so that players who're feeling a little OP cause of the level ups can have something tougher to fight? and perhaps it scales based on number of players nearby and their respective "difficulty levels" averaged out but strong enemies give more xp? Bonus epicness points if you get those into it.?
Next, do you have smart moving support? Because I'm using smart moving and despite the player api and render player api and render player api enhanced valor forms graphics were still spinning around and probably so will the others be. :V
Third, will there be combo attacks or combo attack finishers? Like attacks done with both left and rightclicking that launch or knock away etc? Theres a mod called Slashblade that has devil may cry style katanas that do combo attacks like a liftstrike, downstrike and horizontal widestrikes and an air attack. would you be able to make stuff similarly like while over the attack command you just use left and right to mash out combos like the original but perhaps modify it like after enough lefts, do a right to lift or perhaps unlockable specials/reactions that appear like in kingdom hearts 2 where you hit the button and they come out? in this case probably rightclick.
Some funny hit sparks like in the games with the stars flying off enemies etc would be cool too to finally accent that this is kingdom hearts now.
only with the keyblades of course.
So like being able to lift strike with rightclick, guarding with a certain timeframe to reverse damage on enemies etc (cause I like timed blocking in games, it's fun. :D). Just so to deviate away from simply tapping/spamming left click to kill stuff. :C
I'm sure I had something else but I had dinner in between writing this up so might've lost my train of thought. :V
Anyway, keep up the good work.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
I love how you included the Anti-Form chance when using Forms too much.
However I seem to have a rendering problem in Anti-Form, where the darker version of my character is inverted while I move around in 3rd person view.
And for some reason when I use Xigbar's gun it fires Axels Chakrams.
Speaking of the Org XIII weapons, they're still in the same awkward position when wielding them and then looking at them in 3rd person.
But other than that its awesome!
is there any chance you could maintain a curse forge page for the mod? there is nothing wrong with the current setup, but it feels a bit weird to me going into someone's drive to grab a mod
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
Thanks
Leveling up right now is fairly simple currently, XP is granted when a mob is killed the amount of XP is half max health of the mob. So a zombie would give 10 XP as its max health is 20.
The mobs which give you XP include:
This is going to change as bosses and slimes do not give XP as they are not EntityMobs. The way XP is calculated will also be different.
As for the stats, they are kinda inbalanced right now, the magic stat doesn't do anything currently. The strength stat is currently calculated like so: Damage = Base damage + (Strength * 0.25)
The defense stat is currently way too over powered and is calculated like so: Actual Damage taken = Damage taken - Defense.
This is definitely going to be improved as you can have so much defense that you take 0 damage and instantly kill pretty much any mob.
To fix this we're going to make the mobs have stats based on your level so they aren't so weak.
I'll look into smart moving support.
I'd definitely love to do this. After 1.9 has a stable-ish version of forge we'll update first then with the new stuff in 1.9 we're gonna improve the combat.
We also definitely will work on improved particles
What do you mean inverted?
The sharpshooter's still very WIP as well as most the org xiii weapons.
I probably will at some point make a page for it.
教えて教えてよその仕組みを。
By inverted means exactly that, my feet is at where the minecraft character's head is and the head is where the minecraft character's feet is.
Oh ok I wasn't sure if you meant inverted colours. That's a very odd issue could you get a screenshot if possible?
教えて教えてよその仕組みを。
I had a feeling it was something of the sort on the leveling. Since sometimes when infernal mobs or named special mobs from thaumcraft come along I end up getting 1 or 2 level ups out of them gauranteed cause their HP is big. @_@
If 1.9 forge becomes a thing in the not too distant future will you stop supporting 1.8.9? D: I would like the combat in 1.8.9 to a degree if you could so I've got something that can stand up to Slashblade's level of coolness.
(mod spotlight of slashblades in here from Nico Nirva so you know what I'm talking about)

anyway, thanks for replying.
edit:
I've been thinking. Would you be able to make a quick rebalance on the leveling soon and make the defense equation work more like another layer of weaker armor? So damage taken gets reduced first by defense so it's like each defense point reduces damage by say 3% (so it takes around 30 points in it to get armor equivalent to diamond naturally) then that damage gets reduced by the players armor further? or something of the sort? since a linear reduction like it is now really is super op. :V the damage only increasing you by 1 every 4 seems pretty fair however I'd say. but with the combination of getting bonus health with levels aswell, it really is a gamebreaker at the minute, even for my overpowered tastes. >_<
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
There's a chance we'll make a 1.8.9 version, no promises though.
That combat looks pretty cool I think I could do something kinda similar.
Yeah we definitely need to nerf a bunch of things.
Also as a general announcement I have setup a new website for the mod which is at wehavecookies56.github.io/Kingdom-Keys-Re-Coded
I'd like to hear everyone's feedback on the site. The website ins't quite finished but the general layout is done.
EDIT: We also have a Curse Forge page now.
教えて教えてよその仕組みを。
I like the website and I understand that the website is not finished yet so take your time.
A moogle who speaks the words of men, and can summon the earth's power through his dance...- Mog
Ok so if any is still using 0.7.5.2 and still wants to, I am going to change my username which for reasons makes the game crash. I have fixed this and made a new release: 0.7.5.3. You can find it in the usual spots, google drive, github and curse forge.
Here's a link
Please use 0.7.5.3 instead of 0.7.5.2 otherwise your game will crash when loading a world.
It takes a while for files to be approved on curse forge so it might not be there yet.
教えて教えてよその仕組みを。