I don't remember if I mentioned this before, but will there be (or is there) attacks (mainly by monsters, used on players) that remove a percentage of the target's maximum health (or current health, depending on the attack) instead of a usual flat amount? The only situation where it could be overpowered (unfair to the player) is when it's used often and/or takes away a large percentage (i.e. 90%) as opposed to a smaller percentage (i.e. 10%).
Percentage based attacks used on players would be kinda useless since the player's health doesn't change much (unless they have a health mod or potion effect on), so I'd opt for a flat damage rate that is unblockable (like void damage) that does a small amount of health on each hit, but it is a guaranteed amount.
Unless you mean it does a flat damage rate based on the percentage of it's target's health so that it takes the same amount of hits on anything it hits (i.e. if the player has 40 health, it'll always do 4 damage on each hit, or if the player has 70 health, it'll do 7 damage), in which case I could actually use both for different monsters.
Unless you mean it does a flat damage rate based on the percentage of it's target's health so that it takes the same amount of hits on anything it hits (i.e. if the player has 40 health, it'll always do 4 damage on each hit, or if the player has 70 health, it'll do 7 damage), in which case I could actually use both for different monsters.
Yup, that's what I meant.
I've yet another question. Considering how you already have "monster-types" and all (e.g. "undead" or "spider" from vanilla MC, in addition to "natural" and etc.), and seeing how this is an RPG-based mod, are you planning to add a system of elements, and subsequently elemental resistances/damage? (e.g. Fire, Air, Earth, Water, Light, Dark, etc.) I would feel that it's better to use an element system in addition to a mob-type system, but it's your call, really.
If you do decide to implement elements, I've already got an "elemental system" which you can use (though I would think Dark Souls already has an elemental system which you'd prefer to use), which isn't based directly on any preexisting RPG game. In other words, it doesn't emphasise the stereotypical final fantasy "fire-ice-thunder" attack, or the classic, eight-elemental "fire-water-ice-wind-earth-thunder-light-dark" system.
There was an elemental system planned at the start, but it's been scrapped due to the fact that I'm just tired of seeing it used everywhere in everything. Maybe in the future I'll add it but for now, nope.
Huh... you need to do some work with the configs obviously, I just added this and did no editing to the config and this is what I got...
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 3/14/14 10:51 AM
Description: Initializing game
java.lang.ArrayIndexOutOfBoundsException: 32000
at net.minecraft.item.Item.<init>(Item.java:267)
at net.minecraft.item.ItemArmor.<init>(ItemArmor.java:46)
at tragicfeint.tragicmc.armor.ArmorRuby.<init>(ArmorRuby.java:15)
at tragicfeint.tragicmc.TragicMC.preInit(TragicMC.java:2033)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
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)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.item.Item.<init>(Item.java:267)
at net.minecraft.item.ItemArmor.<init>(ItemArmor.java:46)
at tragicfeint.tragicmc.armor.ArmorRuby.<init>(ArmorRuby.java:15)
at tragicfeint.tragicmc.TragicMC.preInit(TragicMC.java:2033)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
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)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 362401136 bytes (345 MB) / 890241024 bytes (849 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 73 mods loaded, 73 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.9.0.8} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized
PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed->Pre-initialized
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized
DamageIndicatorsMod{2.9.2.3} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.2.3.zip) Unloaded->Constructed->Pre-initialized
battlegear2{1.0.4.8} [Mine & Blade Battlegear 2 - Bullseye] (1.6.4-MB_Battlegear2-Bullseye-1.0.4.8.jar) Unloaded->Constructed->Pre-initialized
CrazyOres{CrazyOres Core 1.0} [CrazyOres Core] ([1.6.4] CrazyOres Core V1.0.zip) Unloaded->Constructed->Pre-initialized
LOTR{Beta v14.0 for Minecraft 1.6.4} [The Lord of the Rings Mod] ([1.6.4] The Lord of the Rings Mod Public Beta 14.zip) Unloaded->Constructed->Pre-initialized
mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized
cfm{3.2.7} [§4MrCrayfish's Furniture Mod] ([Forge]FurnitureModv3.2.7(1.6.4).zip) Unloaded->Constructed->Pre-initialized
ArchimedesShipsMod{1.6.4 v1.4.5} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed->Pre-initialized
mod_ArmorBarMod{0.8.1} [Armor Bar Mod] (ArmorBarv0.8.1(1.6).zip) Unloaded->Constructed->Pre-initialized
Autoutils{1.0.1} [Autoutils] (autoutils-1.6.4-1.0.1.jar) Unloaded->Constructed->Pre-initialized
Backpack{1.26.29} [Backpack] (backpack-1.26.29-1.6.x.jar) Unloaded->Constructed->Pre-initialized
QuiverMod{1.6.2} [Better Archery] (Better_Archery_1.6.3_for_1.6.4.zip) Unloaded->Constructed->Pre-initialized
BiblioCraft{1.5.4} [BiblioCraft] (BiblioCraft[v1.5.4].zip) Unloaded->Constructed->Pre-initialized
mod_BuffBarMod{0.7.1} [Buff Bar Mod] (BuffBarv0.8.1(1.6).zip) Unloaded->Constructed->Pre-initialized
CustomSpawner{3.0.0} [DrZhark's CustomSpawner] (CustomMobSpawner 3.0.0.zip) Unloaded->Constructed->Pre-initialized
customnpcs{1.6.4} [CustomNpcs] (CustomNPCs_1.6.2-1.6.4.zip) Unloaded->Constructed->Pre-initialized
MoCreatures{6.1.0} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.1.0.zip) Unloaded->Constructed->Pre-initialized
dungeonmobs{3.0.2} [Dungeon Mobs] (Dungeon Mobs v3.0.2.zip) Unloaded->Constructed->Pre-initialized
eternalfrost{1.5b1} [Eternal Frost] (EternalFrost.zip) Unloaded->Constructed->Pre-initialized
ExtrabiomesXL{3.15.3} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.6.4-3.15.3.jar) Unloaded->Constructed->Pre-initialized
CARuins{0.1.3} [Cellular Automata Generator] (Generator_mods_0.1.3(1.6.X).zip) Unloaded->Constructed->Pre-initialized
GreatWallMod{0.1.3} [Great Wall Mod] (Generator_mods_0.1.3(1.6.X).zip) Unloaded->Constructed->Pre-initialized
WalledCityMod{0.1.3} [Walled City Generator] (Generator_mods_0.1.3(1.6.X).zip) Unloaded->Constructed->Pre-initialized
Goblins_mod{0.5.1} [Goblins! Mod] (Goblin.zip) Unloaded->Constructed->Pre-initialized
Growthcraft{2.0.4} [Growthcraft] (growthcraft-core-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Cellar{2.0.5} [Growthcraft Cellar] (growthcraft-cellar-1.6.4-2.0.5.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Apples{2.0.4} [Growthcraft Apples] (growthcraft-apples-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Bamboo{2.0.4} [Growthcraft Bamboo] (growthcraft-bamboo-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Bees{2.0.4} [Growthcraft Bees] (growthcraft-bees-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Fishtrap{2.0.4} [Growthcraft Fishtrap] (growthcraft-fishtrap-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Grapes{2.0.4} [Growthcraft Grapes] (growthcraft-grapes-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Hops{2.0.4} [Growthcraft Hops] (growthcraft-hops-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Rice{2.0.4} [Growthcraft Rice] (growthcraft-rice-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
HardcoreEnderExpansion{1.3.3} [Hardcore Ender Expansion] (HardcoreEnderExpansion.zip) Unloaded->Constructed->Pre-initialized
LycanitesMobs{1.4.7b - MC 1.6.4} [Lycanites Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
ArcticMobs{1.4.7b - MC 1.6.4} [Lycanites Arctic Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
InfernoMobs{1.4.7b - MC 1.6.4} [Lycanites Inferno Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
JungleMobs{1.4.7b - MC 1.6.4} [Lycanites Jungle Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
SwampMobs{1.4.7b - MC 1.6.4} [Lycanites Swamp Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
PlainsMobs{1.4.7b - MC 1.6.4} [Lycanites Plains Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
ForestMobs{1.4.7b - MC 1.6.4} [Lycanites Forest Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
DemonMobs{1.4.7b - MC 1.6.4} [Lycanites Demon Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
DesertMobs{1.4.7b - MC 1.6.4} [Lycanites Desert Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
moreplayermodels{1.6.4} [MorePlayerModels] (MorePlayerModels_1.6.2-1.6.4.zip) Unloaded->Constructed->Pre-initialized
NEIAddons{1.10.4.64} [NEI Addons] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized
NEIAddons|AE{1.10.4.64} [NEI Addons: Applied Energistics] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized
NEIAddons|MiscPeripherals{1.10.4.64} [NEI Addons: Misc Peripherals] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized
NEIAddons|ExtraBees{1.10.4.64} [NEI Addons: Extra Bees] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized
NEIAddons|Forestry{1.10.4.64} [NEI Addons: Forestry] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized
NEIAddons|CraftingTables{1.10.4.64} [NEI Addons: Crafting Tables] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized
NetherX{1.2.2} [NetherX] (NetherX 1.2 for MC 1.6.4.jar) Unloaded->Constructed->Pre-initialized
Randomite{1.2.0} [Randomite] (randomite-1.6.4-1.2.0.jar) Unloaded->Constructed->Pre-initialized
row{1.6.4-013.10.21-1} [Rails of War] (RoW-013X21b.zip) Unloaded->Constructed->Pre-initialized
simpleores{1.3.0} [SimpleOres 2] (SimpleOres 2 + Plugins v1.3.0.zip) Unloaded->Constructed->Pre-initialized
simpleoresfusion{1.3.0} [SimpleOres 2 Fusion Plugin] (SimpleOres 2 + Plugins v1.3.0.zip) Unloaded->Constructed->Pre-initialized
netherrocks{1.0.0} [SimpleOres 2 Netherrocks Plugin] (SimpleOres 2 + Plugins v1.3.0.zip) Unloaded->Constructed->Pre-initialized
ForgeMultipart{1.0.0.227} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized
TConstruct{1.6.X_1.5.3dev} [Tinkers' Construct] (TConstruct_mc1.6.4_1.5.3.jar) Unloaded->Constructed->Pre-initialized
TragicMC{1.4.7 Final} [TragicMC] (TragicMC-1.6.4-1.4.7_Final.zip) Unloaded->Constructed->Errored
TwilightForest{1.20.3} [The Twilight Forest] (twilightforest-1.20.3.jar) Unloaded->Constructed->Pre-initialized
TwoTility{140105} [TwoTility] (twotility.140105.zip) Unloaded->Constructed->Pre-initialized
weaponmod{1.6.2 v1.13.6} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized
witchery{0.15.1} [Witchery] (Witchery_0-15-1_164.zip) Unloaded->Constructed->Pre-initialized
TinkersConstructPlugin{0.0} [Xerxes Weapon <3 Tinkers Contruct plugin] (XerxesWeap v1.0.1.3b.zip) Unloaded->Constructed->Pre-initialized
XW{1.0.1.3} [Xerxes Weapon Mod] (XerxesWeap v1.0.1.3b.zip) Unloaded->Constructed->Pre-initialized
McMultipart{1.0.0.227} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized
ForgeMicroblock{1.0.0.227} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized
TConstruct Environment: Sane and ready for action. Bugs may be reported.
Launched Version: 1.6.4-catnipped
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 6550D Graphics GL version 4.1.11079 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
For your error, that's just an id that's set too high, change the id of the errored item and try to load it again. Something else from another mod took it's normal id, so when forge tried to find another id, it found one that was too high. The reason for the config was so that you could change the id if this happens, which happens a lot in 1.6.4 forge.
For your error, that's just an id that's set too high, change the id of the errored item and try to load it again. Something else from another mod took it's normal id, so when forge tried to find another id, it found one that was too high. The reason for the config was so that you could change the id if this happens, which happens a lot in 1.6.4 forge.
Another new test release for the 1.7.2 version, added 2 new mobs, 1 mini-boss, 1 boss and loads of other changes/additions, as always the changelog in the first post has all of the details, or for a easier to read version, check CurseForge.
The focus will be on adding new content to actually play with for the next few releases, including mobs, bosses, items and blocks. Some of the mobs/bosses will be brought over from the 1.6.4 version, but they will have updated ai, and may even get their attack patterns or weaknesses completely changed.
The first idea is a bit simple. I've no names for this mob, so I will refer to it as mob "x". "X" is a hostile mob that can target players through obstacles (like a spider does) at a far range (somewhat like a zombie's). When the targeted player (targeted player only) looks at the mob, the mob stops moving, but the moment the targeted player does not look at the mob, it starts moving toward the player at a relatively quick speed (possibly as fast as a pigman's).
If "x" is close enough to engage, the "look at it to stop it from moving" factor will no longer play a role until the mob is once again far enough from the player. If "x" is attacked outside of its range of engagement, it will teleport right behind the player (and thus will be within range). It's a little bit like an "upgraded enderman" in concept, although the more specific details (how it attacks, other behaviours, etc.) is up to you.
Now, for the second idea. If you've played Runescape, you should be familiar with this concept: special attacks, and "special attack energy". Weapons that are in some way, special or unique, should have a special attack that has some sort of interesting effect - either to the assailant, the victim, or both (such as applying potion effects, although being limited to that would be quite boring).
The type of special attack performed is, of course, dependent on the weapon used. All players will have "x" amount of "Special attack energy" points - how much, and whether it's increasable (permanently or temporarily), is up to you. Thus, the amount of "special attack energy" used up depends on the type of special attack used. The amount of "special attack energy" points used can either be a flat amount (e.g. five points each time you use the special attack), a percentage (e.g. lose 10% of your total points), or both (e.g. 10% + 5 points).
Conceptually, this is a bit different from "expendable powerups" (in other words, items that bestow a certain effect or perform a special attack using its own durability). It's different in that, the "energy" used is dependent on the user, not the item itself. That means the item itself won't be destroyed or "drained" (as in, needing a recharge) after overusing its special feature. This might also make PvP (should the event arise on a server running this mod) fairer, seeing as it's not about the equipment's ability by itself, but more about the user's own ability and choice of equipment.
Like Runescape, "special attack energy" should recover slowly over time - whether it recovers point by point, or a certain percentage at a time, is up to you. You could also have consumable artifacts (rare to find, of course) that can replenish a certain amount of points/percentage upon consumption. Now, I know you have the "Hyper" potion effect laying around somewhere, and this could be its use. Going "Hyper" will recover your "special attack energy" faster than normal; the higher the level, the higher the rate of recovery becomes.
And two additional side-notes concerning this feature. This is not a "mana" system - or if you were already deciding to implement one anyway, this is not a replacement to a "mana" system. "Mana" concerns the use of skills and magical spells. The use of these is usually dependent on the user (and possibly the type of weapon they're using in general), and not on any specific type of weapon. So they're actually quite different, although seemingly similar in nature.
The other side note is that you could probably include this in the Minecraft HUD as a small red bar in between the experience bar and the inventory-hotbar. The way it gets filled up, from 0% to 100%, would look like the way your experience bar fills up, in that it fills from left to right. The unfilled portion would probably look like a dark red (or some other colour), and the filled portion would be a bright, glowing red. This is just an idea for the HUD; if you prefer another way of going about the HUD (or not implementing one at all), then that's fine too.
There's a lot of other mods that add a mob like that, most popular ones being Slender and Weeping Angel, so I'm not really planning on doing a mob like that currently (I may implement some of those features on a mob in the future still, but yeah).
The special system I have in place in the 1.7.2 version is similar to the one you described, it is not a mana system. There is a gui bar that I've added already, but it'll get reskinned in the future (and probably have a customizable location on the screen).
The first idea is pretty simple... maybe. It's basically a new "potion effect" called "Frozen" (although I'm not sure if it should be a "potion effect", same way fire is not a potion effect). Basically, when one afflicted with this effect, their skin/texture turns bluer, and "ice blocks" form around them (although, they are not actual blocks, just a visual effect). While frozen, the target cannot do anything at all.
The chance of the victim getting frozen should take into account two factors: health remaining, and if the target has freeze resistance or not. This "freeze resistance" factor is a percentage, so ideally, most bosses and ice-based enemies would have a 100% freeze resistance. The more health a freezeable enemy has, the less likely it can be frozen. The less health, the more likely.
Freezing should deal damage to fire-based enemies like blazes over time, in the same way that dipping a blaze in water damages it. When an opponent is frozen, the effect serves as a temporary shield with a small amount of health dependent as a percentage of the target's max hp. So if the target has a maximum of 200 hp, and gets frozen, the ice could be a "20hp" (10%) shield, in that it will absorb most types of damage before the damage is applied to the victim.
Now, the negative part (besides being able to do nothing) of being frozen is that the hit which breaks the ice gets its damage multiplied by some factor - probably doubled. Lighting the entity on fire will instantly thaw the frozen status without dealing bonus damage. If a frozen victim is left alone long enough, they will thaw out automatically.
For players that are frozen, they can thaw out faster if they mash the movement keys (e.g. every time they try to move, they'll have a 1% chance of breaking free, so assuming you have 40 keystrokes per second, it should take you 2.5 seconds to break free). That way, it's not too much of a cheap shot in PvP. For mobs, every tick, they'll have a percentage of breaking free, dependent on freeze resistance, current hp, and/or max hp. The formula for calculating this, I will probably leave up to you.
The second idea is cliche in nature (as in, most RPGs probably have this), but basically, a type of mob that has some sort of resistance, or imposes some sort of penalty if you don't hit it with a type of weapon it's weak to. An example would be the werewolf from the "Mo' Creatures" mod, in that only golden weapons are effective against it. However, you don't have to stick with the "only this type of weapon can hurt me" mechanic - an example of the same concept applied differently, would be a mob that resurrects as a much stronger mob if you kill it with the wrong weapon.
Even though the 1.7.x versions are still in testing, I'm gonna try it out with my own content pack from Flan's Mod. I know the two in tandem seem out of place, but my pack is quite different from the usual "modern warfare" theme. That, and I'm no good on playing on "Hard" difficulty, but it should be rather fun.
I've been thinking about doing the Frozen effect, the same way that burning is done, for a while now, but I haven't gotten around to attempting to implement it so maybe it'll be done sometime in the future.
I'll probably do something with Ice Resistance the way you said if I do implement it (that could even be a potion effect), as well as having partial absorption when you're frozen. The random break on each consecutive hit thing should be pretty easy to do, the mashing random keys to unfreeze yourself could be doable as well, but that would require some tricky coding.
Some of my mobs have penalties built in for hitting with certain weapons (or for hitting with an empty hand), the only ones currently that are only damageable by a certain type of weapon are the Minotaur and Apis.
The current 1.7.2 test versions already make vanilla pretty difficult. The few playthroughs I've done with it, I've died quite a bit trying to live through the night without sleeping or hiding, and I still haven't added all of my mobs.
Hmm... I like the sounds. I suggest making tamable mini-kitsunes roaming around forest biomes. My inspiration for that is tamable wolves and Naruto(Kyuubi). Giving it kitsune tails makes it stronger, and maxing out on 9 tails. It grows bigger with the amount of tails you give it. (Ridable?)
I was thinking about adding that, the thing with adding tails making them stronger is a pretty cool idea. Don't know if making them rideable would make much sense, but it's always something to think about.
I'll have to test that out some, since I didn't know Twilight Forest updated to 1.7.2. I'm pretty sure it's only because I have a Minotaur in my mod and it conflicts with the one in the Twilight Forest, so if you disable the Minotaur in my mod it should work fine (disable in config).
New test release for 1.7.2, 4 new mobs added (no animations), around 6 blocks, a few items, and other cool things to play with. It'll probably be a few hours before CurseForge updates with it, but there is a mediafire link for it also if it isn't showing up on there.
The enchantments don't work? No, you can't disable specific mobs in that version.
Percentage based attacks used on players would be kinda useless since the player's health doesn't change much (unless they have a health mod or potion effect on), so I'd opt for a flat damage rate that is unblockable (like void damage) that does a small amount of health on each hit, but it is a guaranteed amount.
Unless you mean it does a flat damage rate based on the percentage of it's target's health so that it takes the same amount of hits on anything it hits (i.e. if the player has 40 health, it'll always do 4 damage on each hit, or if the player has 70 health, it'll do 7 damage), in which case I could actually use both for different monsters.
Yup, that's what I meant.
I've yet another question. Considering how you already have "monster-types" and all (e.g. "undead" or "spider" from vanilla MC, in addition to "natural" and etc.), and seeing how this is an RPG-based mod, are you planning to add a system of elements, and subsequently elemental resistances/damage? (e.g. Fire, Air, Earth, Water, Light, Dark, etc.) I would feel that it's better to use an element system in addition to a mob-type system, but it's your call, really.
If you do decide to implement elements, I've already got an "elemental system" which you can use (though I would think Dark Souls already has an elemental system which you'd prefer to use), which isn't based directly on any preexisting RPG game. In other words, it doesn't emphasise the stereotypical final fantasy "fire-ice-thunder" attack, or the classic, eight-elemental "fire-water-ice-wind-earth-thunder-light-dark" system.
There was an elemental system planned at the start, but it's been scrapped due to the fact that I'm just tired of seeing it used everywhere in everything. Maybe in the future I'll add it but for now, nope.
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 3/14/14 10:51 AM
Description: Initializing game
java.lang.ArrayIndexOutOfBoundsException: 32000
at net.minecraft.item.Item.<init>(Item.java:267)
at net.minecraft.item.ItemArmor.<init>(ItemArmor.java:46)
at tragicfeint.tragicmc.armor.ArmorRuby.<init>(ArmorRuby.java:15)
at tragicfeint.tragicmc.TragicMC.preInit(TragicMC.java:2033)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
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)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.item.Item.<init>(Item.java:267)
at net.minecraft.item.ItemArmor.<init>(ItemArmor.java:46)
at tragicfeint.tragicmc.armor.ArmorRuby.<init>(ArmorRuby.java:15)
at tragicfeint.tragicmc.TragicMC.preInit(TragicMC.java:2033)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
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)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 362401136 bytes (345 MB) / 890241024 bytes (849 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 73 mods loaded, 73 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.9.0.8} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized
PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed->Pre-initialized
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized
DamageIndicatorsMod{2.9.2.3} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.2.3.zip) Unloaded->Constructed->Pre-initialized
battlegear2{1.0.4.8} [Mine & Blade Battlegear 2 - Bullseye] (1.6.4-MB_Battlegear2-Bullseye-1.0.4.8.jar) Unloaded->Constructed->Pre-initialized
CrazyOres{CrazyOres Core 1.0} [CrazyOres Core] ([1.6.4] CrazyOres Core V1.0.zip) Unloaded->Constructed->Pre-initialized
LOTR{Beta v14.0 for Minecraft 1.6.4} [The Lord of the Rings Mod] ([1.6.4] The Lord of the Rings Mod Public Beta 14.zip) Unloaded->Constructed->Pre-initialized
mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized
cfm{3.2.7} [§4MrCrayfish's Furniture Mod] ([Forge]FurnitureModv3.2.7(1.6.4).zip) Unloaded->Constructed->Pre-initialized
ArchimedesShipsMod{1.6.4 v1.4.5} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed->Pre-initialized
mod_ArmorBarMod{0.8.1} [Armor Bar Mod] (ArmorBarv0.8.1(1.6).zip) Unloaded->Constructed->Pre-initialized
Autoutils{1.0.1} [Autoutils] (autoutils-1.6.4-1.0.1.jar) Unloaded->Constructed->Pre-initialized
Backpack{1.26.29} [Backpack] (backpack-1.26.29-1.6.x.jar) Unloaded->Constructed->Pre-initialized
QuiverMod{1.6.2} [Better Archery] (Better_Archery_1.6.3_for_1.6.4.zip) Unloaded->Constructed->Pre-initialized
BiblioCraft{1.5.4} [BiblioCraft] (BiblioCraft[v1.5.4].zip) Unloaded->Constructed->Pre-initialized
mod_BuffBarMod{0.7.1} [Buff Bar Mod] (BuffBarv0.8.1(1.6).zip) Unloaded->Constructed->Pre-initialized
CustomSpawner{3.0.0} [DrZhark's CustomSpawner] (CustomMobSpawner 3.0.0.zip) Unloaded->Constructed->Pre-initialized
customnpcs{1.6.4} [CustomNpcs] (CustomNPCs_1.6.2-1.6.4.zip) Unloaded->Constructed->Pre-initialized
MoCreatures{6.1.0} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.1.0.zip) Unloaded->Constructed->Pre-initialized
dungeonmobs{3.0.2} [Dungeon Mobs] (Dungeon Mobs v3.0.2.zip) Unloaded->Constructed->Pre-initialized
eternalfrost{1.5b1} [Eternal Frost] (EternalFrost.zip) Unloaded->Constructed->Pre-initialized
ExtrabiomesXL{3.15.3} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.6.4-3.15.3.jar) Unloaded->Constructed->Pre-initialized
CARuins{0.1.3} [Cellular Automata Generator] (Generator_mods_0.1.3(1.6.X).zip) Unloaded->Constructed->Pre-initialized
GreatWallMod{0.1.3} [Great Wall Mod] (Generator_mods_0.1.3(1.6.X).zip) Unloaded->Constructed->Pre-initialized
WalledCityMod{0.1.3} [Walled City Generator] (Generator_mods_0.1.3(1.6.X).zip) Unloaded->Constructed->Pre-initialized
Goblins_mod{0.5.1} [Goblins! Mod] (Goblin.zip) Unloaded->Constructed->Pre-initialized
Growthcraft{2.0.4} [Growthcraft] (growthcraft-core-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Cellar{2.0.5} [Growthcraft Cellar] (growthcraft-cellar-1.6.4-2.0.5.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Apples{2.0.4} [Growthcraft Apples] (growthcraft-apples-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Bamboo{2.0.4} [Growthcraft Bamboo] (growthcraft-bamboo-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Bees{2.0.4} [Growthcraft Bees] (growthcraft-bees-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Fishtrap{2.0.4} [Growthcraft Fishtrap] (growthcraft-fishtrap-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Grapes{2.0.4} [Growthcraft Grapes] (growthcraft-grapes-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Hops{2.0.4} [Growthcraft Hops] (growthcraft-hops-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
Growthcraft|Rice{2.0.4} [Growthcraft Rice] (growthcraft-rice-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized
HardcoreEnderExpansion{1.3.3} [Hardcore Ender Expansion] (HardcoreEnderExpansion.zip) Unloaded->Constructed->Pre-initialized
LycanitesMobs{1.4.7b - MC 1.6.4} [Lycanites Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
ArcticMobs{1.4.7b - MC 1.6.4} [Lycanites Arctic Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
InfernoMobs{1.4.7b - MC 1.6.4} [Lycanites Inferno Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
JungleMobs{1.4.7b - MC 1.6.4} [Lycanites Jungle Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
SwampMobs{1.4.7b - MC 1.6.4} [Lycanites Swamp Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
PlainsMobs{1.4.7b - MC 1.6.4} [Lycanites Plains Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
ForestMobs{1.4.7b - MC 1.6.4} [Lycanites Forest Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
DemonMobs{1.4.7b - MC 1.6.4} [Lycanites Demon Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
DesertMobs{1.4.7b - MC 1.6.4} [Lycanites Desert Mobs] (LycanitesMobsComplete 1.4.7b [1.6.4].jar) Unloaded->Constructed->Pre-initialized
moreplayermodels{1.6.4} [MorePlayerModels] (MorePlayerModels_1.6.2-1.6.4.zip) Unloaded->Constructed->Pre-initialized
NEIAddons{1.10.4.64} [NEI Addons] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized
NEIAddons|AE{1.10.4.64} [NEI Addons: Applied Energistics] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized
NEIAddons|MiscPeripherals{1.10.4.64} [NEI Addons: Misc Peripherals] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized
NEIAddons|ExtraBees{1.10.4.64} [NEI Addons: Extra Bees] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized
NEIAddons|Forestry{1.10.4.64} [NEI Addons: Forestry] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized
NEIAddons|CraftingTables{1.10.4.64} [NEI Addons: Crafting Tables] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized
NetherX{1.2.2} [NetherX] (NetherX 1.2 for MC 1.6.4.jar) Unloaded->Constructed->Pre-initialized
Randomite{1.2.0} [Randomite] (randomite-1.6.4-1.2.0.jar) Unloaded->Constructed->Pre-initialized
row{1.6.4-013.10.21-1} [Rails of War] (RoW-013X21b.zip) Unloaded->Constructed->Pre-initialized
simpleores{1.3.0} [SimpleOres 2] (SimpleOres 2 + Plugins v1.3.0.zip) Unloaded->Constructed->Pre-initialized
simpleoresfusion{1.3.0} [SimpleOres 2 Fusion Plugin] (SimpleOres 2 + Plugins v1.3.0.zip) Unloaded->Constructed->Pre-initialized
netherrocks{1.0.0} [SimpleOres 2 Netherrocks Plugin] (SimpleOres 2 + Plugins v1.3.0.zip) Unloaded->Constructed->Pre-initialized
ForgeMultipart{1.0.0.227} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized
TConstruct{1.6.X_1.5.3dev} [Tinkers' Construct] (TConstruct_mc1.6.4_1.5.3.jar) Unloaded->Constructed->Pre-initialized
TragicMC{1.4.7 Final} [TragicMC] (TragicMC-1.6.4-1.4.7_Final.zip) Unloaded->Constructed->Errored
TwilightForest{1.20.3} [The Twilight Forest] (twilightforest-1.20.3.jar) Unloaded->Constructed->Pre-initialized
TwoTility{140105} [TwoTility] (twotility.140105.zip) Unloaded->Constructed->Pre-initialized
weaponmod{1.6.2 v1.13.6} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized
witchery{0.15.1} [Witchery] (Witchery_0-15-1_164.zip) Unloaded->Constructed->Pre-initialized
TinkersConstructPlugin{0.0} [Xerxes Weapon <3 Tinkers Contruct plugin] (XerxesWeap v1.0.1.3b.zip) Unloaded->Constructed->Pre-initialized
XW{1.0.1.3} [Xerxes Weapon Mod] (XerxesWeap v1.0.1.3b.zip) Unloaded->Constructed->Pre-initialized
McMultipart{1.0.0.227} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized
ForgeMicroblock{1.0.0.227} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized
TConstruct Environment: Sane and ready for action. Bugs may be reported.
Launched Version: 1.6.4-catnipped
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 6550D Graphics GL version 4.1.11079 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
For your error, that's just an id that's set too high, change the id of the errored item and try to load it again. Something else from another mod took it's normal id, so when forge tried to find another id, it found one that was too high. The reason for the config was so that you could change the id if this happens, which happens a lot in 1.6.4 forge.
ahh thanks... guess I'll work on this
The focus will be on adding new content to actually play with for the next few releases, including mobs, bosses, items and blocks. Some of the mobs/bosses will be brought over from the 1.6.4 version, but they will have updated ai, and may even get their attack patterns or weaknesses completely changed.
The first idea is a bit simple. I've no names for this mob, so I will refer to it as mob "x". "X" is a hostile mob that can target players through obstacles (like a spider does) at a far range (somewhat like a zombie's). When the targeted player (targeted player only) looks at the mob, the mob stops moving, but the moment the targeted player does not look at the mob, it starts moving toward the player at a relatively quick speed (possibly as fast as a pigman's).
If "x" is close enough to engage, the "look at it to stop it from moving" factor will no longer play a role until the mob is once again far enough from the player. If "x" is attacked outside of its range of engagement, it will teleport right behind the player (and thus will be within range). It's a little bit like an "upgraded enderman" in concept, although the more specific details (how it attacks, other behaviours, etc.) is up to you.
Now, for the second idea. If you've played Runescape, you should be familiar with this concept: special attacks, and "special attack energy". Weapons that are in some way, special or unique, should have a special attack that has some sort of interesting effect - either to the assailant, the victim, or both (such as applying potion effects, although being limited to that would be quite boring).
The type of special attack performed is, of course, dependent on the weapon used. All players will have "x" amount of "Special attack energy" points - how much, and whether it's increasable (permanently or temporarily), is up to you. Thus, the amount of "special attack energy" used up depends on the type of special attack used. The amount of "special attack energy" points used can either be a flat amount (e.g. five points each time you use the special attack), a percentage (e.g. lose 10% of your total points), or both (e.g. 10% + 5 points).
Conceptually, this is a bit different from "expendable powerups" (in other words, items that bestow a certain effect or perform a special attack using its own durability). It's different in that, the "energy" used is dependent on the user, not the item itself. That means the item itself won't be destroyed or "drained" (as in, needing a recharge) after overusing its special feature. This might also make PvP (should the event arise on a server running this mod) fairer, seeing as it's not about the equipment's ability by itself, but more about the user's own ability and choice of equipment.
Like Runescape, "special attack energy" should recover slowly over time - whether it recovers point by point, or a certain percentage at a time, is up to you. You could also have consumable artifacts (rare to find, of course) that can replenish a certain amount of points/percentage upon consumption. Now, I know you have the "Hyper" potion effect laying around somewhere, and this could be its use. Going "Hyper" will recover your "special attack energy" faster than normal; the higher the level, the higher the rate of recovery becomes.
And two additional side-notes concerning this feature. This is not a "mana" system - or if you were already deciding to implement one anyway, this is not a replacement to a "mana" system. "Mana" concerns the use of skills and magical spells. The use of these is usually dependent on the user (and possibly the type of weapon they're using in general), and not on any specific type of weapon. So they're actually quite different, although seemingly similar in nature.
The other side note is that you could probably include this in the Minecraft HUD as a small red bar in between the experience bar and the inventory-hotbar. The way it gets filled up, from 0% to 100%, would look like the way your experience bar fills up, in that it fills from left to right. The unfilled portion would probably look like a dark red (or some other colour), and the filled portion would be a bright, glowing red. This is just an idea for the HUD; if you prefer another way of going about the HUD (or not implementing one at all), then that's fine too.
There's a lot of other mods that add a mob like that, most popular ones being Slender and Weeping Angel, so I'm not really planning on doing a mob like that currently (I may implement some of those features on a mob in the future still, but yeah).
The special system I have in place in the 1.7.2 version is similar to the one you described, it is not a mana system. There is a gui bar that I've added already, but it'll get reskinned in the future (and probably have a customizable location on the screen).
The first idea is pretty simple... maybe. It's basically a new "potion effect" called "Frozen" (although I'm not sure if it should be a "potion effect", same way fire is not a potion effect). Basically, when one afflicted with this effect, their skin/texture turns bluer, and "ice blocks" form around them (although, they are not actual blocks, just a visual effect). While frozen, the target cannot do anything at all.
The chance of the victim getting frozen should take into account two factors: health remaining, and if the target has freeze resistance or not. This "freeze resistance" factor is a percentage, so ideally, most bosses and ice-based enemies would have a 100% freeze resistance. The more health a freezeable enemy has, the less likely it can be frozen. The less health, the more likely.
Freezing should deal damage to fire-based enemies like blazes over time, in the same way that dipping a blaze in water damages it. When an opponent is frozen, the effect serves as a temporary shield with a small amount of health dependent as a percentage of the target's max hp. So if the target has a maximum of 200 hp, and gets frozen, the ice could be a "20hp" (10%) shield, in that it will absorb most types of damage before the damage is applied to the victim.
Now, the negative part (besides being able to do nothing) of being frozen is that the hit which breaks the ice gets its damage multiplied by some factor - probably doubled. Lighting the entity on fire will instantly thaw the frozen status without dealing bonus damage. If a frozen victim is left alone long enough, they will thaw out automatically.
For players that are frozen, they can thaw out faster if they mash the movement keys (e.g. every time they try to move, they'll have a 1% chance of breaking free, so assuming you have 40 keystrokes per second, it should take you 2.5 seconds to break free). That way, it's not too much of a cheap shot in PvP. For mobs, every tick, they'll have a percentage of breaking free, dependent on freeze resistance, current hp, and/or max hp. The formula for calculating this, I will probably leave up to you.
The second idea is cliche in nature (as in, most RPGs probably have this), but basically, a type of mob that has some sort of resistance, or imposes some sort of penalty if you don't hit it with a type of weapon it's weak to. An example would be the werewolf from the "Mo' Creatures" mod, in that only golden weapons are effective against it. However, you don't have to stick with the "only this type of weapon can hurt me" mechanic - an example of the same concept applied differently, would be a mob that resurrects as a much stronger mob if you kill it with the wrong weapon.
Even though the 1.7.x versions are still in testing, I'm gonna try it out with my own content pack from Flan's Mod. I know the two in tandem seem out of place, but my pack is quite different from the usual "modern warfare" theme. That, and I'm no good on playing on "Hard" difficulty, but it should be rather fun.
I've been thinking about doing the Frozen effect, the same way that burning is done, for a while now, but I haven't gotten around to attempting to implement it so maybe it'll be done sometime in the future.
I'll probably do something with Ice Resistance the way you said if I do implement it (that could even be a potion effect), as well as having partial absorption when you're frozen. The random break on each consecutive hit thing should be pretty easy to do, the mashing random keys to unfreeze yourself could be doable as well, but that would require some tricky coding.
Some of my mobs have penalties built in for hitting with certain weapons (or for hitting with an empty hand), the only ones currently that are only damageable by a certain type of weapon are the Minotaur and Apis.
The current 1.7.2 test versions already make vanilla pretty difficult. The few playthroughs I've done with it, I've died quite a bit trying to live through the night without sleeping or hiding, and I still haven't added all of my mobs.
We all hate wolves. Ocelots are better than wolves.
http://pastebin.com/TiQkxPk9
I was thinking about adding that, the thing with adding tails making them stronger is a pretty cool idea. Don't know if making them rideable would make much sense, but it's always something to think about.
I'll have to test that out some, since I didn't know Twilight Forest updated to 1.7.2. I'm pretty sure it's only because I have a Minotaur in my mod and it conflicts with the one in the Twilight Forest, so if you disable the Minotaur in my mod it should work fine (disable in config).
It's working fine for me, refresh and try it again maybe?