This mod seems to have a lot of potential (especially for RPG-type gameplay), except I can't figure out what the "theme" of this mod is. I'm feeling more toward a "creepy, RPG, almost halloween" type of feeling, but it would be great if you could explicitly state what theme you're aiming towards in this mod. (And if you're aiming toward a completely unique theme that you'd like to call your own, that's fine too.)
And on your poll, I voted everything. Not very helpful, but I'm indecisive, and they're all great options. Just focus on what you want to focus on.
I've a bit of "suggestive-type (and biased) critique" to help guide the mod's development, so I hope you won't be offended by what I'm about to say.
My pet peeve with many mods (including many popular ones) is that, well, they add what I call "useless trash" (not your mod; I'm not calling your mod "useless trash"). Basically, they're popular and eye-popping, because they offer a lot of eye candy, "features", and "mechanisms". Except that they're not really features or mechanisms, they're not new or unique, and they're totally redundant and unneeded.
For the future, when you decide to add more "diversity" to the mod, possibly in the form of new items, mobs, and whatnot, you should pay attention to four key concepts:
Utility and uniqueness. Make sure literally every "idea" you add to the mob, be it an item, a mob, or a dimension, does some sort of unique function that doesn't make it entirely redundant. You really want to *wow* your audience and make sure they don't realise half the mobs are just slight variations of another mob. That's how they get bored after two hours.
Creativity and inspiration. Don't think inside the box, think outside! This goes hand-in-hand with my last point. Can't find a unique feature for an idea? Then make one! For instance, the last thing we need are 100 swords (poking at other mods) that do things like strike lightning, make explosions, give potion effects, or start fires. That's boring and uninspired. The potion effects you came up with are examples of creativity - keep it up!
Simplicity and goal-orientation. You're not making this mod to include every last feature in the world, like some *cough* of the popular industrial mods. You're making this mod to achieve your vision, not your audience's vision (ironically, you can ignore my comment here if you so pleased; that would be fine by me). Keep things diverse, high in creativity and utility, but don't make it confusing and unnecessarily complex. If you've attended college (or had attended college), you'd know they'd butcher you when it comes to making your writing concise. It's a similar idea here. We like "Wow!" factor, but it's only good if the "Wow!" you add is meaningful, direct, and gets its job done.
Design, infrastructure, balance, and sensibility. Good design/infrastructure means that all components blend well together and produce a synergistic result, accomplishing a well-placed goal not only efficiently, but with maximum flexibility and openness. (Think of good design as debating with an open-minded person, and bad design as debating with a highly-stubborn person who can only disagree with you.) That means while the mod can perform well on its own, it should be flexible and not rigid. It shouldn't try to do everything on its own (see previous point). People might want to use this with other mods, or with plugins on an MCPC+ server. Reiterating point #3, do only what your defined goal states. Balance means... well, I'm sure you heard of unbalanced gameplay. Sensibility is a subset of balance (it's a bit clear, in that you don't want a sword that does 5 million damage). The key to accomplishing this goal is maximum configurability. Every aspect of the mod should be configurable, from how much damage "x" item does, to the spawnrate of "y" mob. Far easier said than done, but this aspect should still be considered important.
All in all, it's up to you if you want to consider my suggestions. None of them are "feature suggestions", but rather, "development-mindset suggestions". In the end though, it looks like you've got a good start to a mod with high potential, and I hope you will keep that up! I would be saddened, however, to see if this mod ends up like some of the other popular mods (not naming any).
It's funny that you mention this because most of that stuff I've already thought of for the 1.7 version of this mod, which I'm using as a more focused, improved version of this one.
This was my first mod, and was explicitly a test for everything that it featured, even mob ai, item types, potions, enchantments and what not. That's why most of the things in this mod weren't very polished off (like those bad models/textures and anything that used placeholders). For the 1.7 version, I plan to have everything polished off and to fit my vision as closely as possible, rather than just a loose testing ground, even if it may take longer to do.
This mod's main goal in regards to theme was probably for a rpg-like experience, but not an easy one where you could do everything and complete all of the "tough" challenges in one sitting, one that actually added more difficulty and gave you fun things to do as a reward for doing these things. I wanted this to be a mod that made it actually tough to survive, to mine, to obtain cool items or to even move around, but added enough fun/cool things as a reward that it was worth doing. In the 1.7 version, I've added a lot of mechanics that are in place just to add more difficulty, and even though they borrow from other games a bit, it's exactly what I want in this mod. The closest game that probably captures what I want in terms of difficulty is Dark Souls.
I also am not a very proficient programmer yet. I started doing Java a few months ago and I figured that doing a Minecraft mod would be a good excercise for it, but I didn't want it to be just an exercise, I wanted to actually make a GOOD one since I actually enjoy Minecraft and some mods for it. The problem with that is having many ideas that I don't know how to implement correctly or how to even begin doing. That being said, I'm still always open for ideas and critiques and even if I don't know how to do something, eventually I'll learn how and try to implement it.
Also, in regards to the poll, I added that as a sort of guideline to which I should work on first, so I actually plan to improve all of those aspects of the mod.
Wow, with only a few months of experience with Java, and you're already making a mod. Nice job! I too hope to one day learn Java for making Minecraft mods (and possibly forking existing ones).
I always have many feature-related ideas that I'd like to share, so you can expect me to be commenting here often. One thing I really like, however, is your mob AI system and specialties. Those really set your mod apart from any other mod, and add a unique and interesting twist.
I currently have one idea... but you could argue it's redundant, overly-complicated, and not needed. Have you ever played Doom? If so, you'd know how the armour works. If you have regular armour, it'll just soak 1/3 of all damage until it disappears, and if you have heavy armour, it'll soak 1/2 of all damage until it disappears.
In addition to the vanilla armour system, and the Resistance potion effect, I was wondering if you could add yet a third system of reducing damage, based on "Doom Armour". This "Doom-styled Armour" (acronymed as "DA" for the rest of this post) will have nothing to do with equipped armour, as it would make it confusing and unnecessary.
Basically, "DA" will be like a buff, but NOT applied like a potion effect. The effect lasts until the "buff" completely "wears out" (perhaps you could set it to wear out over time for certain types of DA-buffs, to simulate a time limit). You could probably gain this "buff" through some sort of "powerup", maybe by consuming some sort of item (doesn't have to be food).
How the math would work is this. You take damage. All other mods and plugins have their stake in changing the damage first. This DA goes completely last. So in the end, take whatever you would've been damaged by in vanilla, and cut it by the percentage of damage reduction that DA offers.
Sound overpowered? Yes. That's why it should be a rare phenomenon to come across.
Now, how will you display this information in a GUI? One way I'm thinking of, is through "coloured outlines" of the "armour bar" next to your "health and food bar". So instead of adding an entirely new bar, we could just modify the armour bar we currently have. If the DA-buff's durability is at 50%, half the armour icons will be outlined. If it's at 200% (which is a part of Doom), all the armour icons will be outlined twice. I think "200%" should be the max.
You might be wondering, "200% of what exactly?" The amount of "durability points" that DA offers won't matter, because it's based on your health loss. For instance, a zombie bite might remove 4 hearts. If it removes 20% of your health, and your DA soaks half of all damage, you'd lose 10% of your health and 10% of the DA. If a zombie bite removed one heart, but the exact same percentage (because your max health is lower), then the same percentage of DA is lost. If you're unfamiliar with the fact that max health can change without potion effects, there are a lot of Bukkit Plugins (not mods) that let you do this.
We also have to consider that there will be different types and levels of DA. For instance, some might cover 33% of damage, some might cover 50%, some might cover 80% and have some strange penalty, etc. (Possibilities are up to you.) How we would distinguish them is with different colours. So for example, using some sort of "mega-armour rune" will give me the 50% damage-reduction-DA with 200% "durability". This might show up as all ten armour icons outlined twice in, say, a blue outline. Now I put on a different type of DA with other effects and whatnot - the outline now has a different colour. The outline's colour depends on the type of DA (they're not randomised, of course).
If you have one "DA-Buff", and you consume something that gives you another, the original buff is entirely replaced.
Now, what's the reason behind this? You could argue that vanilla armour is a lot like this, in that it has "x" durability, and offers "y" percent of protection, much like the DA I suggested. But that's where the similarity ends. DA is intrinsic to the player, and vanilla armour are pieces of equipment you can remove, enchant, sell, destroy, etc. Now, what in earth (assuming that's the planet you live on) does this DA concept have anything to do with this mod?
A very fair point. I'm assuming, since you're making this RPG to be challenging, you're going to add armour-piercing attributes to mobs that use melee, or mobs that use magic, and etc. Look at the mechanics I mentioned above. Even if vanilla armour gets ignored in the damage calculation, DA-armour does not. It cannot be ignored. It literally sits there, waits to be last, and splits anything by what it's supposed to split it by. That way, you can make overpowered, armour-piercing bosses that would practically require this concept.
On a side note (and this is essentially another suggestion), any mob that attacks via magic should be affected by an armour's enchantibility rather than the amount of armour it provides. This would provide a far more interesting challenge, both in PvE and PvP. More enchantibility, would of course, mean that it's more resistant to magic, and less would mean less resistant. How the math would work, however, is up to you, but you already have a Magic Resistance potion effect which is pretty darn nice. If you implement the "magic depends on enchantibility instead of armour" idea, this would make DA even more important.
Uh, yeah, quite a text wall, but that's the end of my "suggestion". (Actually "suggestions".)
Keep up the great work, though!
I know what you mean with the armor thing, however, I'm planning on doing that in a sort of different way. I've already had this idea, but let me sort of explain it to see if it's what you mean.
For any damage you'd normally take, after all armor reduction, potion effect reduction and such, is the actual damage you'd normally take in hearts off of your health. A portion of that would be split off and you'd only take part of it, meanwhile the rest of it would be done to something else, sort of as a "force field" like in Halo but without it recharging immediately. Maybe a better example would be like Armor in other earlier video games, that it takes away some of the final damage you normally would but it takes it out of it's own reservoir and eventually runs out, leaving you to need to find another to "replenish" the reservoir.
The one I had in mind was a sort of talisman that you could craft (it'd be difficult to craft in regards to ingredients), and while you have it equipped it takes some of the normal damage into it's reservoir (item durability), and after it's reservoir becomes empty it destroys the talisman, and you resume taking normal full damage afterwards. While I find extending this into a constant presence thing is a bit unnecessary, I think the talisman thing will work well for what it's use is as well as with the other planned things I have in regards to these talismans. It would add balancing in the fact that it'd be difficult to obtain, but also balanced in that it would eventually run out. However, crafting it and using it would be a really good advantage for you, so it'd be worth the trouble to obtain.
The only issue with this is that there isn't really levels with the talisman type thing, but then again, with the talismans maybe you could combine them with each other to increase the effectiveness of it (like you can do with enchanted books), maybe combining them in an anvil to make a lvl 2 talisman, up to lvl 3, and that would also increase the durability of it, allowing you to use it longer.
Another idea I had is doing certain things while having these talismans active would replenish some of it, such as doing small challenges like kill 100 mobs with it active, or do 30 criticals, or kill a boss. I had things like this in the Challenge Items I attempted to do, but due to my inability to program them correctly (they worked, just were a bit buggy) they were dropped from the mod. I think reworking them for the task of recharging talismans would put a good use to them, and kinda pushes the player to complete them to keep their talisman that they worked hard to get.
As for enchantability affecting magic damage, I think that'd be a pretty cool thing to do, the only problem is having different armor pieces on at one time, but I think just doing a weighted average of enchantability of all equipped armor pieces would fix that. Magic Resistance for armor did something similar, but I really felt it wasn't too effective against it, so I ended up removing it from the 1.7 version. I will however, maybe add enchantability vs magic damage as a constant thing, and maybe make the player more aware of the various armor enchantability of all of the armor types available to them with tooltips.
Overall though, I do like your "suggestions" lol and they do give nice inspiration for my own ideas as well.
I'm glad to see that you're taking the time and effort to address my ideas as well. I especially like your talisman idea, I think it's far cleaner and simpler than my DA idea.
Just keep in mind, when I do suggest ideas, there's absolutely no pressure or rush to get them done. Do what you want at your own pace - I'm not very demanding for updates.
I think it's because of this mod alone, that I'm finally going to get my inspiration to start learning how to code (in Java). Who knows, I might submit a pull request to your mod one day in the future.
I'm also now highly interested in including this (in the future) within a public modpack I've been designing, so I think it's only fair that I ask for permission now, so I don't have to ask when your mod gets popular and you put up a license and all that good stuff (only if you want it to be popular though). Of course, I promise to link back to this thread, give credit, not make any cash, and not do anything unreasonable with it like build nuclear missiles with it.
If you want basic info on the modpack itself, you can find it here. (If you want ultra-detailed info with pages of content, you can PM me, but no one has time to read it anyhow, not even me.) I do rather believe this will blend in with my (under construction) server's theme quite nicely, by adding the extra touch of challenge, RPG-ness, and novelty. Even though I'm a little bit concerned about compatibility and all those other issues, I'm sure I can make ends meet - and in the end, I'm sure the content this mod brings will outweigh any compatibility issues I come across. Just as a side note, I've rescaled the entire health and damage system on my server, so this mod will simply be a blast to have.
I'm also fond of the "Dark Souls" theme. I did a Wikipedia search on it, and it seems absolutely amazing - forcing the player to think of new, cunning strategies at every turn and battle, which is pretty lacking in, heck, 99% of gameplay you find today. The AI system you currently have set up is a great reflection of this, and I hope you keep it up. And on a side note, I changed my vote to only two items, so that'll be a tad more helpful to you.
When you're not so bogged down in getting things done (whether it's this mod or real life or a combination of the two), and you're willing for some sort of "challenge", I could always pitch forth more ideas that only get more interesting-er. And I know that's not a word. Just know from here on out, I'll be rooting for you.
I'm glad you're getting inspiration to start doing Java coding, maybe we could work on mods together or something someday.
I'd love to have it as part of a modpack as more exposure gives more input about the mod from more people, however, it probably won't be ready for a release any time soon (maybe a few months, who knows), and if it was ever to be used in a modpack, I'd like it to have some increased compatibility with the specific mods that are in the pack, so that they work better together, and maybe add certain things to make them mesh better. An example could be if a mod adds elemental properties to weapons or some mobs, I could extend that to the mobs and weapons in mine (since I plan to do something similar to that anyway), so I wouldn't really wait on my mod if you're planning to release the modpack sometime soon.
As I said previously, I'm always open for suggestions, and I'll probably be bogged down for a while with the million things I have planned for this mod (as well as irl stuff), but I always keep ideas written down somewhere, so don't worry about that too much. I'll implement them when I get the chance, and even if they don't make it into this mod, maybe they could serve their own purpose in a standalone mod.
There's not currently, there will be for the 1.7 version (most likely just tooltips on every thing), for now most of the information is available on this post (though it is very wordy with barely any images, I tried to just put down the main facts about everything)
On a side note, I'm going to drop in here once every other day and pitch a "feature-based idea". Or seven.
For the hell of it, some bosses (or even mobs) should have a chance of dealing instant death to the victim. Of course, however, there should be some sort of "item" to resist this effect. The item could be anything, really - maybe a talisman, or some sort of accessory; even a consumable item. How the logic might work is this:
1. Check for "doom" resistance (the ability to instantly kill a victim should be called "doom").
2. Is there doom resistance? If yes, do nothing. If no, continue to step 3.
3. Set the victim's health to 0 hp. This should, ideally, kill someone outright while ignoring everything that meddles with damage. The only potential bug I can think of, is that the moment someone hits 0 hp and dies, they somehow gain a point of health back. That would, however, be a Minecraft issue and not a mod issue.
While I know of the Phoenix Feather's existence, have you considered adding a "Resurrection" potion effect? Basically, if you die by any cause while the potion effect is still going on, you're resurrected to half of your maximum health. And all potion effects will be removed, including the "Resurrection" potion effect. This is different from the above, in that the above idea is not a potion effect, and only resists a specific kind of death called "Doom". This one is just a one-time shield against death in general.
Different kinds of fire. I'm sure we're familiar with an entity catching fire, and the fire block itself. I think it would be novel if you could add more fire block types, along with setting entities on a different type of fire. One example would be "dragonfire", which would be far deadlier than normal fire. You could even have different types of "lava" (in general, some sort of strange or damaging fluid) that has different effects - like slowing the victim down (e.g. mud) or setting them on a different type of fire.
Block-based traps. Who doesn't love exploring a trap-ridden structure? I don't just mean mob spawners and dispensers, I mean more than that. For instance, you could have a block that acts like a piston, but instead of pushing a block, a spike comes out!
Risky food. Food with unpredictability involved - eating it could bestow very nice rewards (like a very full belly), or very dire consequences. Steve can clearly make mushroom soup with red (poisonous) mushrooms and eat it just fine, so I think it's time we gave him a culinary challenge.
Hostile adventurers (makes it all the more RPG-like) and mob infighting (between adventurers and other mobs, and between "rival species" of mobs, if you choose to implement that concept too). The current mob infighting system is a joke - the only mob that does it with a hint of efficacy is the skeleton, and rarely is it that exciting to watch. The idea that (besides players), every human NPC is a rogue that wants to rob you adds to the sense of hostility, along with the more diverse mob infighting (mobs should still target players over other mobs when given the chance). And of course, mobs that aren't killed by a player should have reduced drops, to prevent "wait-the-battle-out" exploitation.
If you ever decide to make "smoke-elemental" mobs, one move they could have is "Haze". Basically, when Haze is used on a player, a ton of smoke particles will spawn around the player, while inflicting blindness and poison/withering.
Also, I noticed "Deflection" as an enchantment on armour. Intuitively, shouldn't it act like Protection and Thorns combined, in that it will reduce damage, but also reflect some of the dealt damage back at the dealer?
Honestly, I find bosses that have insta-kill type attacks a bit cheap, unless of course it's balanced in such a way that it's possible to dodge it and it's made obvious that it's attempting to do that (if it's charging up for an insta-kill beam or something). So that you can hide and not get hit by it. I don't think having a potion effect or a talisman-type thing active would be a very good balance for it, I think you should be able to dodge it with skill and using awareness rather than having an item equipped that makes it not kill you because there's a random unknown chance that it'll do it.
As for the resurrection thing, I kinda just want to keep that to a super rare drop that will save you from death, but maybe I could turn it into a potion effect that you can get from using a certain item. It'll only last around a minute, and can only be used once since the item will be exhausted from use. That, however, would require it to be another super rare item, possibly a very difficult to craft item, that doesn't resurrect you from being in your inventory, but from you using it and hoping it's potion effect is still active when you actually get killed. That way it'd require you having to actually think to know when to activate it rather than just holding it in your inventory until you happen to die. Even though having it in your inventory to resurrect you does protect you against random stupid deaths, this mod is supposed to be difficult, so you doing something stupid and killing yourself shouldn't be ignored.
I know of a few other mods that add other types of fire and liquids that do what you were saying, and I do find that interesting, so that may be implemented somewhere down the line in the mod with hopefully as little copying as possible.
Traps are something I've wanted to implement for a while, like random pitfalls in the world that drop you into mob spawners or maybe something like fire or one of the variants of it previously mentioned, or quicksand/poison water with a chest in the middle, or even chests that trigger a bunch of mobs swarming at you in waves. That would be a type of event where you have to survive waves of enemies for a certain amount of time, then you get the chest afterwards.
For food having a random chance for negative effects, that's easy to do, and in fact was already planned for.
The random adventurers thing has already been done by a few other mods (can't remember names right now), but I could maybe add a few that would act like the player (throwing potions, using potions, sneaking up on the player, etc.). The mob in-fighting is already being worked on in the 1.7 version, and the mobs only drop items if the player got the last hit on them (still exploitable but less than letting other mobs kill each other), otherwise they just drop their common drop rather than their uncommon drops. The only problem with this is if the player has fire aspect weapons and the mob burns to death or the mob gets hit then takes fall damage and dies, they will not drop their uncommon drops.
I think the Haze thing is a pretty cool move, I sorta already did that with a few of the bosses, but the random smoke particles thing could add a bit more confusion. Though I could also use the Disorientation effect that I have since that is it's purpose.
Deflection was actually meant to just randomly reduce damage you get by deflecting part of the hit you'd normally take. What you were thinking of is probably Reflection, where it reflects some of the damage back at the attacker, which I find redundant because of Thorns. I ended up removing Deflection in the 1.7 version anyway.
I completely agree with your point on insta-kill moves.
For resurrection, I agree that it should be limited to very rare items, because it's a pretty strong effect to have around.
For the mob-spawning chest idea, you might want to look at the Atum mod. It has chests that act like mob spawners, which cannot be opened if there are mobs nearby. A slightly similar concept.
For the whole drops thing on mobs, this tends to be a common issue for many mods, so I'm not very concerned about this. Also, when I decide to run this on an MCPC+ server, I'm going to be using the OtherDrops plugin (one of the most powerful plugins ever) so it really won't pose any problem for me.
A reflection-based enchantment (or effect, in general) wouldn't be redundant due to Thorns. Unless you're deciding to edit the vanilla enchantments, Thorns can only ever deal a flat 1-4 damage each time you're hit. I'm also unsure as to whether it applies to ranged (non-direct-contact) attacks or not. I found the idea to be great, but Mojang's implementation of it to be quite stupid. A reflection-based effect should deal back damage based on a percentage, and should apply to non-direct-contact attacks too, unless Thorns already does that.
I'd shoot out another idea now, but I don't have any at the moment. Thanks for reading, though!
Well, Reflection would be a bit overpowered with how tough the mobs/bosses are. But I could just balance that with a really low percentage of reflection damage or something, but this would seem useless on normal low damage mobs (or vanilla ones). Maybe, the damage reflected would have a cap then, and the percentage reflected could be somewhat high.
An example is that the cap for reflection damage could be 8 and it'll reflect back 25% of the damage you'd take. So if something did 20 damage, you'd reflect 5. But if something did 40, you'd normally reflect back 10, but because of the cap at 8, you'd only reflect 8. There would be a random chance to actually reflect something, but that and the percentage reflected are something that I can use for levels. This is how Thorns should actually work in Vanilla. Also Thorns does work on ranged attacks, but I don't think it should.
I really like the "reflect a high percentage of damage received, but have a flat maximum damage cap" idea, because it'll allow the enchantment to be useful on mobs, but not too useful on bosses so as to make them a blow-off. It balances both ends (mobs to bosses) pretty well.
I think all three factors of "Reflection" should be altered by level - the chance of reflecting damage and the percentage reflected, as you've said, and also the damage cap. All three factors should increase - depending on the level of course - at a linear rate. For instance, level 1 Reflection might offer a 10% chance of dealing 20% damage back with a damage cap of 5. Level 2 Reflection might offer a 15% chance of dealing 30% damage back with a damage cap of 6. Level 3 Reflection might offer a 20% chance of dealing 40% damage back with a damage cap of 7. And so on. To me, it doesn't quite make sense that the percentage of damage reflected increases without the damage cap increasing in any way, because at some point (and when faced with high-damaging enemies), it won't make a difference how much damage you can reflect due to the damage cap.
I know having an increasing damage cap might make you feel like the enchantment might be too cheap, or might make the game too easy in one aspect, but remember that it's increasing at a very steady and linear rate. And that one enchantment can't really make the game too easy - you could always impose some other tradeoff, or make the mobs harder, or make the game harder in some other way. It's all up to you, really.
It'll only reflect direct contact hits, and it'll be one of those hard to craft talisman type things, so I'm not too concerned with it being that overpowered now.
Right now what I'm working on is the specials, I'm making a global cooldown and special bar, instead of each item handling it's own seperately (each person handles their own individually of course). The special bar starts you out in tier 1, as you explore the world (finding random generated chests) you can find some rare item that expands it to the next tier, but it caps at tier 3. This allows you to use the stronger specials, but if you only have weaker ones you can use those easier. Everything still causes cooldown regardless of if you use your full special bar though, but cooldown will be short for weak specials, and really high for strong ones. This encourages exploration in order to be able to use the stronger specials. It refills by itself slowly, but can also be refilled by attacking mobs and being attacked by mobs, but only when not cooling down. The "causes cooldown regardless of special amount used" makes you decide if you should wait for a stronger special to be usable, or if you should use a weaker one when you need help in a battle.
Just a quick question: are you hardcoding the maximum tier to be level 3, or are you making a cooldown/special-bar infrastructure that you're just happening to cap at level 3? If for "some" reason, you decide to have higher tiers, hardcoding it might become an issue. If my question makes no sense, then just disregard it.
java.lang.NullPointerException
at tragicfeint.tragicmc.TragicMCCraftingHandlerAchievements.onCrafting(TragicMCCraftingHandlerAchievements.java:47)
at cpw.mods.fml.common.registry.GameRegistry.onItemCrafted(GameRegistry.java:322)
at net.minecraft.inventory.SlotCrafting.func_82870_a(SlotCrafting.java:118)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:239)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:473)
at net.minecraft.client.gui.inventory.GuiContainer.func_74191_a(awy.java:600)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(awy.java:418)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:128)
at net.minecraft.client.gui.inventory.GuiContainer.func_73867_d(awy.java:57)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:107)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1566)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
It's not hardcoded at all, the cap could be 1000 and it'd work fine, I decided 300 was an easy number to do and was overall just easy to balance with specials. I'm also thinking of making it when you hit 300 you can increase it in small amounts by using specials and such, with higher cost specials increasing it by more, and then that'll cap at either 400 or 500, after you find the items required to cap it at 300 of course. Though I could just make the cap at 500 and make it that you need to find 4 of the special upgrades.
I have problem I can't crafting all item Sorry for any incorrect on my conversation, my English is not good.
Looks like you tried to craft an item that shares the id of an item I removed, accidentally left in some code referencing them in the crafting manager. Try to just change the id of that item. It'll be whatever you tried to craft, look in config files for that mod's item and change the id if you can.
One is the ability to permanently increase your health (you can already temporarily do so via potion effects) via some sort of rare item - try thinking of Legend of Zelda's heart containers. So as not to be totally incompatible (although a hook into the mod will probably still be required) with Bukkit plugins that alter a player's maximum health, perhaps the "health bonus", or all the permanent health boosts that the player has picked up should be stored in the player.dat file (or if that's infeasible, probably some other related file). So for instance, all players have 20hp; if their player.dat file has something like "HealthBonus: 4", it means their hp should be 24. This all leads me to my next idea.
There's an Absorption potion effect, and a Health Bonus effect... so why not make "opposite" or negative versions of these effects? As of now, I can't think of any names for what these two negative effects should be, so I'll just call the opposite of Absorption "A", and the opposite of Health Bonus "B".
"A" essentially sets a "soft cap" on your maximum health, and that cap is obviously lower than your normal maximum health, bonuses included. For example, if your health is at 30, your soft cap could be at 20. This soft cap makes it so that you cannot regenerate by means of the regeneration potion effect, or full hunger, past the capacity. So in the previous example, you can regenerate by either means up to 20hp, but no more until the effect has passed.
"B" is a harder cap to maximum health. It takes your current maximum health (barring the effects of Absorption/Health Bonus; it ignores those potion effects) and reduces it by a certain amount for as long as the potion effect takes place. So unlike "A", there is absolutely no way to recover health beyond the cap imposed by "B", and that in itself could prove especially debilitating in a boss fight.
Now for the more math-y aspect of the potion effects. Yay! How much should "A" and "B" reduce health? It should reduce a percentage of maximum health plus an integer. The rationale is that if an entity has a lot of HP, the percentage will hold more sway and the integer less, but if an entity has a little HP, the opposite occurs. You might be wondering, "but if I inflict level 100 "B" for some odd reason, and assuming the rates of 'health-loss' are constantly increasing per level, won't I end up with a negative maximum health?" Well, hold it right there, because there is another factor dependent on level: the health loss cap (yes, a health cap has a cap).
The health cap is a percentage, based off of the entity's maximum hp. So, if the health cap is at 50%, the total amount of health "reduced" by either potion effect must not exceed that percentage - if it does, the amount becomes truncated/rounded-down. Now, you might be wondering, "What's the point of setting a health reduction cap at 50% if the potion effect only reduces health by, say, 5%+3hp?" Read the next paragraph first, then we'll continue with this idea.
There are three numbers that scale with the potion effect's level. The first is the "integer max hp loss", the second is the "percentage max hp loss", and the third is the "max hp loss percentage cap". The first number increases by a linear rate dependent on the level. For example, level 1 "A" or "B" might have a 5hp reduction, level 2 might be 7hp, level 3 might be 9hp, and so on. However, the latter two numbers increase linearly, but stop increasing past a certain point. For instance, level 1 "A" or "B" might have a max hp loss of 50% and an hp reduction of 2%, level 2 might have a max hp loss of 55% and 3% reduction, and etc. At a certain level, either number will stop increasing; I propose that the maximum max-hp-loss cap be at 75% (cannot lose more than 75% of your max hp) and the maximum hp-percentage-penalty be 50% (the potion effect, no matter how high the level is, cannot strip past 50% of your max hp, barring integer-hp loss).
The result of this "HP reduction cap" is that it 1.) prevents awkward exceptions where your maximum health is going below 0, and 2.) makes extremely high-level versions of either potion effect semi-useless. Both of which are intended, although the latter effect isn't too useful for most cases. I suspect that at high potion effect levels, the "reduction cap" won't really kick in until the integer-loss grows too large.
To recap this text wall, I have two (actually three) ideas. Permanent health boosts, a potion effect that puts a soft cap on max health, and a potion effect that puts a hard cap on max health.
Although permanent health boosts are relatively easy to do, there's a lot of other mods that do that (even ones devoted specifically for it), so I would probably leave it up to the user to get one of those instead of dealing with balancing something that they could bypass anyway (there are other aspects of the mod that are easily bypassed with other mods, but at least those are easier to manage). After all, this is supposed to be a hard mod so giving permanent health boosts are something I don't really want to give.
I do like the idea of negative versions of the health boost and absorption effects. The math for them will probably be done a bit differently, but I'll definitely try to make them make the most sense.
I've named the negative Absorption effect Malnourish, it'll only allow the player to regenerate up to a certain part of their health, and will not allow regeneration, health boost and other health increasing effects to be active (instant health works differently though, but I think I'll allow that to be able to be used). The amount that it will not allow regeneration would probably only scale to the effect's level and nothing else, meaning level 1 malnourish would only allow you to regen 90% of your health, lvl 4 could only allow 60%, lvl 10 and above would allow no regen at all.
For the negative Health Boost effect, I've named it Cripple. It'll set the player's max health to a lower amount. It'll be mostly percentage based per level with a minimum and maximum cap.For instance, if the effect is level 2 and the player's health is 40, with a minimum cap of 4 at level 2, it'd reduce it by 10%, down to 36, but if their health is 20, it'd reduce it down to 18, but because it's level 2 with a cap of 4, it'd reduce it down to 16. A maximum cripple amount would probably be up to 3/8 of their max health, meaning even if their max health is 20 and they get inflicted with cripple lvl 100, it'll only reduce their health to around 8 (this could probably be lowered to 1/4 of their max health as the max)
Does all of that sound about right? All in all though, I may not be able to get the Malnourish effect to work because of how natural regeneration is done but the Cripple effect should be easy to do.
I like the idea of malnourish you put forth, although the reason I mentioned "regeneration" for the "negative-Absorption effect" is because I still wanted the instant-health potion effect to work. So the idea that instant-health still works was, in my mind, completely intended. However, I think the name of "malnourish" can be a bit misleading. Admittedly, it should have been the name for the "hunger" potion effect, but nothing one can do about that.
I also like your take on the cripple effect, especially with how the math is far more simpler than the method I put forth. Yet again though, the name "Cripple" sounds a bit misleading. And yet again, that should've been the name for the "Slow" potion effect.
For potion effect names, I did a quick thesaurus search of the word "enervate" (which is the smart-sounding way of saying "weaken"), and came up with this: http://thesaurus.com/browse/enervate
For "Malnourish", I think it can be called "Enervate" (to make tired), and for "Cripple", I think it can be called "Enfeeble" (to make weak).
In the end though, all of it sounds quite appropriate for the mod. Thanks for the response!
And, throwing one more potion effect idea at you. I've noticed there is no "opposite" of the Resistance potion effect. So, there should be an opposite which simply multiplies damage that you take by "x" factor, like 1.2x, 1.5x, and so on. This effect should be named "Debilitate". While extremely simplistic in nature, I can imagine this being used with "Berserk-styled" buffs, where such types of "buffs" grant the user/consumer Strength, but also this potion effect.
Change the id to something in the suggested range.
And on your poll, I voted everything. Not very helpful, but I'm indecisive, and they're all great options. Just focus on what you want to focus on.
I've a bit of "suggestive-type (and biased) critique" to help guide the mod's development, so I hope you won't be offended by what I'm about to say.
My pet peeve with many mods (including many popular ones) is that, well, they add what I call "useless trash" (not your mod; I'm not calling your mod "useless trash"). Basically, they're popular and eye-popping, because they offer a lot of eye candy, "features", and "mechanisms". Except that they're not really features or mechanisms, they're not new or unique, and they're totally redundant and unneeded.
For the future, when you decide to add more "diversity" to the mod, possibly in the form of new items, mobs, and whatnot, you should pay attention to four key concepts:
It's funny that you mention this because most of that stuff I've already thought of for the 1.7 version of this mod, which I'm using as a more focused, improved version of this one.
This was my first mod, and was explicitly a test for everything that it featured, even mob ai, item types, potions, enchantments and what not. That's why most of the things in this mod weren't very polished off (like those bad models/textures and anything that used placeholders). For the 1.7 version, I plan to have everything polished off and to fit my vision as closely as possible, rather than just a loose testing ground, even if it may take longer to do.
This mod's main goal in regards to theme was probably for a rpg-like experience, but not an easy one where you could do everything and complete all of the "tough" challenges in one sitting, one that actually added more difficulty and gave you fun things to do as a reward for doing these things. I wanted this to be a mod that made it actually tough to survive, to mine, to obtain cool items or to even move around, but added enough fun/cool things as a reward that it was worth doing. In the 1.7 version, I've added a lot of mechanics that are in place just to add more difficulty, and even though they borrow from other games a bit, it's exactly what I want in this mod. The closest game that probably captures what I want in terms of difficulty is Dark Souls.
I also am not a very proficient programmer yet. I started doing Java a few months ago and I figured that doing a Minecraft mod would be a good excercise for it, but I didn't want it to be just an exercise, I wanted to actually make a GOOD one since I actually enjoy Minecraft and some mods for it. The problem with that is having many ideas that I don't know how to implement correctly or how to even begin doing. That being said, I'm still always open for ideas and critiques and even if I don't know how to do something, eventually I'll learn how and try to implement it.
Also, in regards to the poll, I added that as a sort of guideline to which I should work on first, so I actually plan to improve all of those aspects of the mod.
I always have many feature-related ideas that I'd like to share, so you can expect me to be commenting here often. One thing I really like, however, is your mob AI system and specialties. Those really set your mod apart from any other mod, and add a unique and interesting twist.
I currently have one idea... but you could argue it's redundant, overly-complicated, and not needed. Have you ever played Doom? If so, you'd know how the armour works. If you have regular armour, it'll just soak 1/3 of all damage until it disappears, and if you have heavy armour, it'll soak 1/2 of all damage until it disappears.
In addition to the vanilla armour system, and the Resistance potion effect, I was wondering if you could add yet a third system of reducing damage, based on "Doom Armour". This "Doom-styled Armour" (acronymed as "DA" for the rest of this post) will have nothing to do with equipped armour, as it would make it confusing and unnecessary.
Basically, "DA" will be like a buff, but NOT applied like a potion effect. The effect lasts until the "buff" completely "wears out" (perhaps you could set it to wear out over time for certain types of DA-buffs, to simulate a time limit). You could probably gain this "buff" through some sort of "powerup", maybe by consuming some sort of item (doesn't have to be food).
How the math would work is this. You take damage. All other mods and plugins have their stake in changing the damage first. This DA goes completely last. So in the end, take whatever you would've been damaged by in vanilla, and cut it by the percentage of damage reduction that DA offers.
Sound overpowered? Yes. That's why it should be a rare phenomenon to come across.
Now, how will you display this information in a GUI? One way I'm thinking of, is through "coloured outlines" of the "armour bar" next to your "health and food bar". So instead of adding an entirely new bar, we could just modify the armour bar we currently have. If the DA-buff's durability is at 50%, half the armour icons will be outlined. If it's at 200% (which is a part of Doom), all the armour icons will be outlined twice. I think "200%" should be the max.
You might be wondering, "200% of what exactly?" The amount of "durability points" that DA offers won't matter, because it's based on your health loss. For instance, a zombie bite might remove 4 hearts. If it removes 20% of your health, and your DA soaks half of all damage, you'd lose 10% of your health and 10% of the DA. If a zombie bite removed one heart, but the exact same percentage (because your max health is lower), then the same percentage of DA is lost. If you're unfamiliar with the fact that max health can change without potion effects, there are a lot of Bukkit Plugins (not mods) that let you do this.
We also have to consider that there will be different types and levels of DA. For instance, some might cover 33% of damage, some might cover 50%, some might cover 80% and have some strange penalty, etc. (Possibilities are up to you.) How we would distinguish them is with different colours. So for example, using some sort of "mega-armour rune" will give me the 50% damage-reduction-DA with 200% "durability". This might show up as all ten armour icons outlined twice in, say, a blue outline. Now I put on a different type of DA with other effects and whatnot - the outline now has a different colour. The outline's colour depends on the type of DA (they're not randomised, of course).
If you have one "DA-Buff", and you consume something that gives you another, the original buff is entirely replaced.
Now, what's the reason behind this? You could argue that vanilla armour is a lot like this, in that it has "x" durability, and offers "y" percent of protection, much like the DA I suggested. But that's where the similarity ends. DA is intrinsic to the player, and vanilla armour are pieces of equipment you can remove, enchant, sell, destroy, etc. Now, what in earth (assuming that's the planet you live on) does this DA concept have anything to do with this mod?
A very fair point. I'm assuming, since you're making this RPG to be challenging, you're going to add armour-piercing attributes to mobs that use melee, or mobs that use magic, and etc. Look at the mechanics I mentioned above. Even if vanilla armour gets ignored in the damage calculation, DA-armour does not. It cannot be ignored. It literally sits there, waits to be last, and splits anything by what it's supposed to split it by. That way, you can make overpowered, armour-piercing bosses that would practically require this concept.
On a side note (and this is essentially another suggestion), any mob that attacks via magic should be affected by an armour's enchantibility rather than the amount of armour it provides. This would provide a far more interesting challenge, both in PvE and PvP. More enchantibility, would of course, mean that it's more resistant to magic, and less would mean less resistant. How the math would work, however, is up to you, but you already have a Magic Resistance potion effect which is pretty darn nice. If you implement the "magic depends on enchantibility instead of armour" idea, this would make DA even more important.
Uh, yeah, quite a text wall, but that's the end of my "suggestion". (Actually "suggestions".)
Keep up the great work, though!
I know what you mean with the armor thing, however, I'm planning on doing that in a sort of different way. I've already had this idea, but let me sort of explain it to see if it's what you mean.
For any damage you'd normally take, after all armor reduction, potion effect reduction and such, is the actual damage you'd normally take in hearts off of your health. A portion of that would be split off and you'd only take part of it, meanwhile the rest of it would be done to something else, sort of as a "force field" like in Halo but without it recharging immediately. Maybe a better example would be like Armor in other earlier video games, that it takes away some of the final damage you normally would but it takes it out of it's own reservoir and eventually runs out, leaving you to need to find another to "replenish" the reservoir.
The one I had in mind was a sort of talisman that you could craft (it'd be difficult to craft in regards to ingredients), and while you have it equipped it takes some of the normal damage into it's reservoir (item durability), and after it's reservoir becomes empty it destroys the talisman, and you resume taking normal full damage afterwards. While I find extending this into a constant presence thing is a bit unnecessary, I think the talisman thing will work well for what it's use is as well as with the other planned things I have in regards to these talismans. It would add balancing in the fact that it'd be difficult to obtain, but also balanced in that it would eventually run out. However, crafting it and using it would be a really good advantage for you, so it'd be worth the trouble to obtain.
The only issue with this is that there isn't really levels with the talisman type thing, but then again, with the talismans maybe you could combine them with each other to increase the effectiveness of it (like you can do with enchanted books), maybe combining them in an anvil to make a lvl 2 talisman, up to lvl 3, and that would also increase the durability of it, allowing you to use it longer.
Another idea I had is doing certain things while having these talismans active would replenish some of it, such as doing small challenges like kill 100 mobs with it active, or do 30 criticals, or kill a boss. I had things like this in the Challenge Items I attempted to do, but due to my inability to program them correctly (they worked, just were a bit buggy) they were dropped from the mod. I think reworking them for the task of recharging talismans would put a good use to them, and kinda pushes the player to complete them to keep their talisman that they worked hard to get.
As for enchantability affecting magic damage, I think that'd be a pretty cool thing to do, the only problem is having different armor pieces on at one time, but I think just doing a weighted average of enchantability of all equipped armor pieces would fix that. Magic Resistance for armor did something similar, but I really felt it wasn't too effective against it, so I ended up removing it from the 1.7 version. I will however, maybe add enchantability vs magic damage as a constant thing, and maybe make the player more aware of the various armor enchantability of all of the armor types available to them with tooltips.
Overall though, I do like your "suggestions" lol and they do give nice inspiration for my own ideas as well.
Just keep in mind, when I do suggest ideas, there's absolutely no pressure or rush to get them done. Do what you want at your own pace - I'm not very demanding for updates.
I think it's because of this mod alone, that I'm finally going to get my inspiration to start learning how to code (in Java). Who knows, I might submit a pull request to your mod one day in the future.
I'm also now highly interested in including this (in the future) within a public modpack I've been designing, so I think it's only fair that I ask for permission now, so I don't have to ask when your mod gets popular and you put up a license and all that good stuff (only if you want it to be popular though). Of course, I promise to link back to this thread, give credit, not make any cash, and not do anything unreasonable with it like build nuclear missiles with it.
If you want basic info on the modpack itself, you can find it here. (If you want ultra-detailed info with pages of content, you can PM me, but no one has time to read it anyhow, not even me.) I do rather believe this will blend in with my (under construction) server's theme quite nicely, by adding the extra touch of challenge, RPG-ness, and novelty. Even though I'm a little bit concerned about compatibility and all those other issues, I'm sure I can make ends meet - and in the end, I'm sure the content this mod brings will outweigh any compatibility issues I come across. Just as a side note, I've rescaled the entire health and damage system on my server, so this mod will simply be a blast to have.
I'm also fond of the "Dark Souls" theme. I did a Wikipedia search on it, and it seems absolutely amazing - forcing the player to think of new, cunning strategies at every turn and battle, which is pretty lacking in, heck, 99% of gameplay you find today. The AI system you currently have set up is a great reflection of this, and I hope you keep it up. And on a side note, I changed my vote to only two items, so that'll be a tad more helpful to you.
When you're not so bogged down in getting things done (whether it's this mod or real life or a combination of the two), and you're willing for some sort of "challenge", I could always pitch forth more ideas that only get more interesting-er. And I know that's not a word. Just know from here on out, I'll be rooting for you.
I'm glad you're getting inspiration to start doing Java coding, maybe we could work on mods together or something someday.
I'd love to have it as part of a modpack as more exposure gives more input about the mod from more people, however, it probably won't be ready for a release any time soon (maybe a few months, who knows), and if it was ever to be used in a modpack, I'd like it to have some increased compatibility with the specific mods that are in the pack, so that they work better together, and maybe add certain things to make them mesh better. An example could be if a mod adds elemental properties to weapons or some mobs, I could extend that to the mobs and weapons in mine (since I plan to do something similar to that anyway), so I wouldn't really wait on my mod if you're planning to release the modpack sometime soon.
As I said previously, I'm always open for suggestions, and I'll probably be bogged down for a while with the million things I have planned for this mod (as well as irl stuff), but I always keep ideas written down somewhere, so don't worry about that too much. I'll implement them when I get the chance, and even if they don't make it into this mod, maybe they could serve their own purpose in a standalone mod.
There's not currently, there will be for the 1.7 version (most likely just tooltips on every thing), for now most of the information is available on this post (though it is very wordy with barely any images, I tried to just put down the main facts about everything)
For the hell of it, some bosses (or even mobs) should have a chance of dealing instant death to the victim. Of course, however, there should be some sort of "item" to resist this effect. The item could be anything, really - maybe a talisman, or some sort of accessory; even a consumable item. How the logic might work is this:
1. Check for "doom" resistance (the ability to instantly kill a victim should be called "doom").
2. Is there doom resistance? If yes, do nothing. If no, continue to step 3.
3. Set the victim's health to 0 hp. This should, ideally, kill someone outright while ignoring everything that meddles with damage. The only potential bug I can think of, is that the moment someone hits 0 hp and dies, they somehow gain a point of health back. That would, however, be a Minecraft issue and not a mod issue.
While I know of the Phoenix Feather's existence, have you considered adding a "Resurrection" potion effect? Basically, if you die by any cause while the potion effect is still going on, you're resurrected to half of your maximum health. And all potion effects will be removed, including the "Resurrection" potion effect. This is different from the above, in that the above idea is not a potion effect, and only resists a specific kind of death called "Doom". This one is just a one-time shield against death in general.
Different kinds of fire. I'm sure we're familiar with an entity catching fire, and the fire block itself. I think it would be novel if you could add more fire block types, along with setting entities on a different type of fire. One example would be "dragonfire", which would be far deadlier than normal fire. You could even have different types of "lava" (in general, some sort of strange or damaging fluid) that has different effects - like slowing the victim down (e.g. mud) or setting them on a different type of fire.
Block-based traps. Who doesn't love exploring a trap-ridden structure? I don't just mean mob spawners and dispensers, I mean more than that. For instance, you could have a block that acts like a piston, but instead of pushing a block, a spike comes out!
Risky food. Food with unpredictability involved - eating it could bestow very nice rewards (like a very full belly), or very dire consequences. Steve can clearly make mushroom soup with red (poisonous) mushrooms and eat it just fine, so I think it's time we gave him a culinary challenge.
Hostile adventurers (makes it all the more RPG-like) and mob infighting (between adventurers and other mobs, and between "rival species" of mobs, if you choose to implement that concept too). The current mob infighting system is a joke - the only mob that does it with a hint of efficacy is the skeleton, and rarely is it that exciting to watch. The idea that (besides players), every human NPC is a rogue that wants to rob you adds to the sense of hostility, along with the more diverse mob infighting (mobs should still target players over other mobs when given the chance). And of course, mobs that aren't killed by a player should have reduced drops, to prevent "wait-the-battle-out" exploitation.
If you ever decide to make "smoke-elemental" mobs, one move they could have is "Haze". Basically, when Haze is used on a player, a ton of smoke particles will spawn around the player, while inflicting blindness and poison/withering.
Also, I noticed "Deflection" as an enchantment on armour. Intuitively, shouldn't it act like Protection and Thorns combined, in that it will reduce damage, but also reflect some of the dealt damage back at the dealer?
Honestly, I find bosses that have insta-kill type attacks a bit cheap, unless of course it's balanced in such a way that it's possible to dodge it and it's made obvious that it's attempting to do that (if it's charging up for an insta-kill beam or something). So that you can hide and not get hit by it. I don't think having a potion effect or a talisman-type thing active would be a very good balance for it, I think you should be able to dodge it with skill and using awareness rather than having an item equipped that makes it not kill you because there's a random unknown chance that it'll do it.
As for the resurrection thing, I kinda just want to keep that to a super rare drop that will save you from death, but maybe I could turn it into a potion effect that you can get from using a certain item. It'll only last around a minute, and can only be used once since the item will be exhausted from use. That, however, would require it to be another super rare item, possibly a very difficult to craft item, that doesn't resurrect you from being in your inventory, but from you using it and hoping it's potion effect is still active when you actually get killed. That way it'd require you having to actually think to know when to activate it rather than just holding it in your inventory until you happen to die. Even though having it in your inventory to resurrect you does protect you against random stupid deaths, this mod is supposed to be difficult, so you doing something stupid and killing yourself shouldn't be ignored.
I know of a few other mods that add other types of fire and liquids that do what you were saying, and I do find that interesting, so that may be implemented somewhere down the line in the mod with hopefully as little copying as possible.
Traps are something I've wanted to implement for a while, like random pitfalls in the world that drop you into mob spawners or maybe something like fire or one of the variants of it previously mentioned, or quicksand/poison water with a chest in the middle, or even chests that trigger a bunch of mobs swarming at you in waves. That would be a type of event where you have to survive waves of enemies for a certain amount of time, then you get the chest afterwards.
For food having a random chance for negative effects, that's easy to do, and in fact was already planned for.
The random adventurers thing has already been done by a few other mods (can't remember names right now), but I could maybe add a few that would act like the player (throwing potions, using potions, sneaking up on the player, etc.). The mob in-fighting is already being worked on in the 1.7 version, and the mobs only drop items if the player got the last hit on them (still exploitable but less than letting other mobs kill each other), otherwise they just drop their common drop rather than their uncommon drops. The only problem with this is if the player has fire aspect weapons and the mob burns to death or the mob gets hit then takes fall damage and dies, they will not drop their uncommon drops.
I think the Haze thing is a pretty cool move, I sorta already did that with a few of the bosses, but the random smoke particles thing could add a bit more confusion. Though I could also use the Disorientation effect that I have since that is it's purpose.
Deflection was actually meant to just randomly reduce damage you get by deflecting part of the hit you'd normally take. What you were thinking of is probably Reflection, where it reflects some of the damage back at the attacker, which I find redundant because of Thorns. I ended up removing Deflection in the 1.7 version anyway.
For resurrection, I agree that it should be limited to very rare items, because it's a pretty strong effect to have around.
For the mob-spawning chest idea, you might want to look at the Atum mod. It has chests that act like mob spawners, which cannot be opened if there are mobs nearby. A slightly similar concept.
For the whole drops thing on mobs, this tends to be a common issue for many mods, so I'm not very concerned about this. Also, when I decide to run this on an MCPC+ server, I'm going to be using the OtherDrops plugin (one of the most powerful plugins ever) so it really won't pose any problem for me.
A reflection-based enchantment (or effect, in general) wouldn't be redundant due to Thorns. Unless you're deciding to edit the vanilla enchantments, Thorns can only ever deal a flat 1-4 damage each time you're hit. I'm also unsure as to whether it applies to ranged (non-direct-contact) attacks or not. I found the idea to be great, but Mojang's implementation of it to be quite stupid. A reflection-based effect should deal back damage based on a percentage, and should apply to non-direct-contact attacks too, unless Thorns already does that.
I'd shoot out another idea now, but I don't have any at the moment. Thanks for reading, though!
Well, Reflection would be a bit overpowered with how tough the mobs/bosses are. But I could just balance that with a really low percentage of reflection damage or something, but this would seem useless on normal low damage mobs (or vanilla ones). Maybe, the damage reflected would have a cap then, and the percentage reflected could be somewhat high.
An example is that the cap for reflection damage could be 8 and it'll reflect back 25% of the damage you'd take. So if something did 20 damage, you'd reflect 5. But if something did 40, you'd normally reflect back 10, but because of the cap at 8, you'd only reflect 8. There would be a random chance to actually reflect something, but that and the percentage reflected are something that I can use for levels. This is how Thorns should actually work in Vanilla. Also Thorns does work on ranged attacks, but I don't think it should.
I think all three factors of "Reflection" should be altered by level - the chance of reflecting damage and the percentage reflected, as you've said, and also the damage cap. All three factors should increase - depending on the level of course - at a linear rate. For instance, level 1 Reflection might offer a 10% chance of dealing 20% damage back with a damage cap of 5. Level 2 Reflection might offer a 15% chance of dealing 30% damage back with a damage cap of 6. Level 3 Reflection might offer a 20% chance of dealing 40% damage back with a damage cap of 7. And so on. To me, it doesn't quite make sense that the percentage of damage reflected increases without the damage cap increasing in any way, because at some point (and when faced with high-damaging enemies), it won't make a difference how much damage you can reflect due to the damage cap.
I know having an increasing damage cap might make you feel like the enchantment might be too cheap, or might make the game too easy in one aspect, but remember that it's increasing at a very steady and linear rate. And that one enchantment can't really make the game too easy - you could always impose some other tradeoff, or make the mobs harder, or make the game harder in some other way. It's all up to you, really.
It'll only reflect direct contact hits, and it'll be one of those hard to craft talisman type things, so I'm not too concerned with it being that overpowered now.
Right now what I'm working on is the specials, I'm making a global cooldown and special bar, instead of each item handling it's own seperately (each person handles their own individually of course). The special bar starts you out in tier 1, as you explore the world (finding random generated chests) you can find some rare item that expands it to the next tier, but it caps at tier 3. This allows you to use the stronger specials, but if you only have weaker ones you can use those easier. Everything still causes cooldown regardless of if you use your full special bar though, but cooldown will be short for weak specials, and really high for strong ones. This encourages exploration in order to be able to use the stronger specials. It refills by itself slowly, but can also be refilled by attacking mobs and being attacked by mobs, but only when not cooling down. The "causes cooldown regardless of special amount used" makes you decide if you should wait for a stronger special to be usable, or if you should use a weaker one when you need help in a battle.
I can't crafting all item
Sorry for any incorrect on my conversation, my English is not good.
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 6/2/2557, 19:32 น.
Description: Updating screen events
java.lang.NullPointerException
at tragicfeint.tragicmc.TragicMCCraftingHandlerAchievements.onCrafting(TragicMCCraftingHandlerAchievements.java:47)
at cpw.mods.fml.common.registry.GameRegistry.onItemCrafted(GameRegistry.java:322)
at net.minecraft.inventory.SlotCrafting.func_82870_a(SlotCrafting.java:118)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:239)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:473)
at net.minecraft.client.gui.inventory.GuiContainer.func_74191_a(awy.java:600)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(awy.java:418)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:128)
at net.minecraft.client.gui.inventory.GuiContainer.func_73867_d(awy.java:57)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:107)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1566)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
It's not hardcoded at all, the cap could be 1000 and it'd work fine, I decided 300 was an easy number to do and was overall just easy to balance with specials. I'm also thinking of making it when you hit 300 you can increase it in small amounts by using specials and such, with higher cost specials increasing it by more, and then that'll cap at either 400 or 500, after you find the items required to cap it at 300 of course. Though I could just make the cap at 500 and make it that you need to find 4 of the special upgrades.
Looks like you tried to craft an item that shares the id of an item I removed, accidentally left in some code referencing them in the crafting manager. Try to just change the id of that item. It'll be whatever you tried to craft, look in config files for that mod's item and change the id if you can.
One is the ability to permanently increase your health (you can already temporarily do so via potion effects) via some sort of rare item - try thinking of Legend of Zelda's heart containers. So as not to be totally incompatible (although a hook into the mod will probably still be required) with Bukkit plugins that alter a player's maximum health, perhaps the "health bonus", or all the permanent health boosts that the player has picked up should be stored in the player.dat file (or if that's infeasible, probably some other related file). So for instance, all players have 20hp; if their player.dat file has something like "HealthBonus: 4", it means their hp should be 24. This all leads me to my next idea.
There's an Absorption potion effect, and a Health Bonus effect... so why not make "opposite" or negative versions of these effects? As of now, I can't think of any names for what these two negative effects should be, so I'll just call the opposite of Absorption "A", and the opposite of Health Bonus "B".
"A" essentially sets a "soft cap" on your maximum health, and that cap is obviously lower than your normal maximum health, bonuses included. For example, if your health is at 30, your soft cap could be at 20. This soft cap makes it so that you cannot regenerate by means of the regeneration potion effect, or full hunger, past the capacity. So in the previous example, you can regenerate by either means up to 20hp, but no more until the effect has passed.
"B" is a harder cap to maximum health. It takes your current maximum health (barring the effects of Absorption/Health Bonus; it ignores those potion effects) and reduces it by a certain amount for as long as the potion effect takes place. So unlike "A", there is absolutely no way to recover health beyond the cap imposed by "B", and that in itself could prove especially debilitating in a boss fight.
Now for the more math-y aspect of the potion effects. Yay! How much should "A" and "B" reduce health? It should reduce a percentage of maximum health plus an integer. The rationale is that if an entity has a lot of HP, the percentage will hold more sway and the integer less, but if an entity has a little HP, the opposite occurs. You might be wondering, "but if I inflict level 100 "B" for some odd reason, and assuming the rates of 'health-loss' are constantly increasing per level, won't I end up with a negative maximum health?" Well, hold it right there, because there is another factor dependent on level: the health loss cap (yes, a health cap has a cap).
The health cap is a percentage, based off of the entity's maximum hp. So, if the health cap is at 50%, the total amount of health "reduced" by either potion effect must not exceed that percentage - if it does, the amount becomes truncated/rounded-down. Now, you might be wondering, "What's the point of setting a health reduction cap at 50% if the potion effect only reduces health by, say, 5%+3hp?" Read the next paragraph first, then we'll continue with this idea.
There are three numbers that scale with the potion effect's level. The first is the "integer max hp loss", the second is the "percentage max hp loss", and the third is the "max hp loss percentage cap". The first number increases by a linear rate dependent on the level. For example, level 1 "A" or "B" might have a 5hp reduction, level 2 might be 7hp, level 3 might be 9hp, and so on. However, the latter two numbers increase linearly, but stop increasing past a certain point. For instance, level 1 "A" or "B" might have a max hp loss of 50% and an hp reduction of 2%, level 2 might have a max hp loss of 55% and 3% reduction, and etc. At a certain level, either number will stop increasing; I propose that the maximum max-hp-loss cap be at 75% (cannot lose more than 75% of your max hp) and the maximum hp-percentage-penalty be 50% (the potion effect, no matter how high the level is, cannot strip past 50% of your max hp, barring integer-hp loss).
The result of this "HP reduction cap" is that it 1.) prevents awkward exceptions where your maximum health is going below 0, and 2.) makes extremely high-level versions of either potion effect semi-useless. Both of which are intended, although the latter effect isn't too useful for most cases. I suspect that at high potion effect levels, the "reduction cap" won't really kick in until the integer-loss grows too large.
To recap this text wall, I have two (actually three) ideas. Permanent health boosts, a potion effect that puts a soft cap on max health, and a potion effect that puts a hard cap on max health.
Although permanent health boosts are relatively easy to do, there's a lot of other mods that do that (even ones devoted specifically for it), so I would probably leave it up to the user to get one of those instead of dealing with balancing something that they could bypass anyway (there are other aspects of the mod that are easily bypassed with other mods, but at least those are easier to manage). After all, this is supposed to be a hard mod so giving permanent health boosts are something I don't really want to give.
I do like the idea of negative versions of the health boost and absorption effects. The math for them will probably be done a bit differently, but I'll definitely try to make them make the most sense.
I've named the negative Absorption effect Malnourish, it'll only allow the player to regenerate up to a certain part of their health, and will not allow regeneration, health boost and other health increasing effects to be active (instant health works differently though, but I think I'll allow that to be able to be used). The amount that it will not allow regeneration would probably only scale to the effect's level and nothing else, meaning level 1 malnourish would only allow you to regen 90% of your health, lvl 4 could only allow 60%, lvl 10 and above would allow no regen at all.
For the negative Health Boost effect, I've named it Cripple. It'll set the player's max health to a lower amount. It'll be mostly percentage based per level with a minimum and maximum cap.For instance, if the effect is level 2 and the player's health is 40, with a minimum cap of 4 at level 2, it'd reduce it by 10%, down to 36, but if their health is 20, it'd reduce it down to 18, but because it's level 2 with a cap of 4, it'd reduce it down to 16. A maximum cripple amount would probably be up to 3/8 of their max health, meaning even if their max health is 20 and they get inflicted with cripple lvl 100, it'll only reduce their health to around 8 (this could probably be lowered to 1/4 of their max health as the max)
Does all of that sound about right? All in all though, I may not be able to get the Malnourish effect to work because of how natural regeneration is done but the Cripple effect should be easy to do.
I also like your take on the cripple effect, especially with how the math is far more simpler than the method I put forth. Yet again though, the name "Cripple" sounds a bit misleading. And yet again, that should've been the name for the "Slow" potion effect.
For potion effect names, I did a quick thesaurus search of the word "enervate" (which is the smart-sounding way of saying "weaken"), and came up with this: http://thesaurus.com/browse/enervate
For "Malnourish", I think it can be called "Enervate" (to make tired), and for "Cripple", I think it can be called "Enfeeble" (to make weak).
In the end though, all of it sounds quite appropriate for the mod. Thanks for the response!
And, throwing one more potion effect idea at you. I've noticed there is no "opposite" of the Resistance potion effect. So, there should be an opposite which simply multiplies damage that you take by "x" factor, like 1.2x, 1.5x, and so on. This effect should be named "Debilitate". While extremely simplistic in nature, I can imagine this being used with "Berserk-styled" buffs, where such types of "buffs" grant the user/consumer Strength, but also this potion effect.