Prepare yourself for THE ultimate Zelda mod for Minecraft! Including nearly every Zelda item, fully functional just like in the games, sword skills such as Link's Spin Attack, mobs, dungeons, several quests, and more. If you ever enjoyed a Zelda game, then you will certainly love this mod. If, on the other hand, you simply want to add some extra spice to Minecraft's combat system without adding tons of items and other things, I recommend you check out my standalone combat enhancement mod, Dynamic Sword Skills.
Be sure to check out AntiqueAtlas by Hunternif for an awesome mod to use alongside ZSS to view Boss Dungeon locations on your Antique Map!
Also make sure to check out the Official ZSS Addon by TheRedMajora! The addon aims to add in everything from Zelda that didn't make it into the main mod, such as every single sword ever appearing in Zelda!
Last but not least, be sure to check out SamHunny's excellent Let's Play series featuring ZSS! For a special peek at what she has to offer, click the spoiler!
MOD INFORMATION
This section has moved! All item, block, mob, and skill descriptions, along with everything else (configuration settings, secrets, etc.) have been bundled into a much more presentable and, most importantly, not space-limited PDF.
Get the Official ZSS Manual now! The manual will be updated regularly and stamped with a new date - be sure to check the change log to see if anything has changed in the manual.
F.A.Q. - Please read me before asking questions!
Q: I found a BUG!
A: Great - first please make sure you are using the LATEST version of the mod and check the change log to see if the bug has already been fixed; if not, check if it has already been reported and report it if has not.
Q: Help, your mod crashed my game! A: Oops! First, READ the mod description carefully, and then answer the following questions:
1. Did you install the correct version of the mod?
2. Did you install the correct version of Forge?
3. Did you install the correct versions of OTHER mods?
If you can answer YES to all three questions, then please kindly post your full crash report inside of [ spoiler ] tags, along with a detailed description of what you were doing when the game crashed. The more information you can give me, the more likely I will be able to fix your problem.
Q: Your mod crashes with Battlegear2!!! A: No, it doesn't - you forgot to install the correct versions of both mods. Please read the download description and change log carefully.
Q: Why can't I use skills with Tinker's Construct (or other mod) weapons! A: You can, but you may need to add them to the Weapon Registry. Please see the section on Commands in the ZSS Manual.
Q: Why aren't the villager trades working with Minecraft Comes Alive (MCA) ? A: In order to do what they do, MCA replaces all vanilla villagers with their own class, but this means that other mods which rely on the vanilla class to do things (such as trade) have a high chance of not working. This is one of those cases.
Q: Will you add [x] sword? A: No. The swords currently available have a nice progression from weak to strong, and I am not interested in adding another sword that has basically the same stats as one that already exists just for the sake of variety. The Official ZSS Addon, however, adds nearly all of the swords not included in the main mod.
Q: Can you please add { insert whatever } ? A:
a. Is {whatever} in a Zelda game? I have already considered it.
b. Is {whatever} NOT in a Zelda game? Then no, I won't add it.
If you answered 'a' and still want to ask, provide specific details about HOW and WHY it should be implemented; otherwise I will ignore you.
Q: The transformation masks (e.g. Deku Mask) are supposed to change the player model!!! A: I know, but it is much more difficult than one would think, not to mention it would likely conflict with every other mod that wants to do something with the player model. At best, I may be able to manage a skin change, but it's not a high priority for me.
Q: Will you ever add more elaborate dungeons? A: No. However, I encourage people to use the mod in Adventure Maps, where it is quite feasible to replicate not only the form of Zelda dungeons, but also to add the many intricate puzzles and quests that should accompany each dungeon.
Q: But you can just use schematics to add dungeons, will you do that? A: No. Unless playing an Adventure Map, I prefer the dungeons to be slightly randomized to better fit the randomness of the Minecraft world; schematics cannot be randomized when added without converting them to Java, which can add tens of thousands of lines of code that I would rather not deal with, plus I just do not like working with schematics in general.
Q: What about adding dimensions? A: Sorry, I do not have any plans at this time to add new dimensions.
Q: BOSSES!!! When will you be adding proper Zelda bosses?!?!?! A: There are currently only two, but I'm working on more, please be patient.
Q: Your textures suck, can you make better ones? A: Sorry, I'm not an artist. If you can do better, please submit your textures via private message and I will consider replacing the current texture with yours, but only if yours are good ;P
Q: My bombs are not blowing up the secret rooms, what is going on?!?! A: Congratulations, you have found a secret room that requires a special item to enter! Excavate around the secret room until you find either a pair of Barrier Blocks or some kind of Peg, then use the appropriate item to open it up so you can get that treasure chest!
Q: My question was not answered here, now what? A: Be sure to also check the “Secrets and Spoilers” section if your question is related to finding something in the game; otherwise, post your question below and I will do my best to answer.
RECOMMENDED MODS
The following are mods that provide features I consider complementary and should enhance your experience.
Please keep in mind that I am not responsible for any content in these mods and that I cannot guarantee compatibility. If you experience issues, try using the latest version or rolling back to a previous version depending on your situation.
Antique Atlas by Hunternif - Keep track of boss dungeons on an old-school rpg map! Battlegear2 by GotoLink, NerdBoy, et al. - Dual-wielding, shields, awesome.
NOTE: BG2 v1.0.10.0 adds a config option to re-enable item blocking - you MUST enable this for many ZSS items to function correctly if you play with BG2 installed. Custom Chest Loot by FatherToast - Customize loot in secret room and boss chests, jar drops, etc. ZSS Official Addon by TheRedMajora - Adds everything from Zelda that didn't make it into the main mod Version Checker by Dynious - Check for the latest ZSS version right from the main menu of Minecraft!
CURRENT VERSIONS 1.8.9 v3.4: Initial update
Updated to Minecraft 1.8.9, Forge build 1.8.9-11.15.1.1902-1.8.9
Added
+ Forge version checker support (untested)
Changed
- Sword beam slices through dekus like a hot knife through butter
- Sword beam rendering made to look more horizontal
Fixed
- Shields finally render properly again, even in the BG2 offhand slot
- Bomb item rendered incorrectly when dropped vs. thrown
- Bombs in ceramic jars rendered partially in ground outside of jar
- Ceramic jars could not be placed on glass blocks
- Sword beam was not considered a projectile
- Player didn’t swing arm when throwing ceramic jars
1.8 v3.3: Princesses & Magic
This is the final release for 1.8.0.
Updated to recommended Forge build 1.8-11.14.4.1563.
Added:
+ Magic Meter – yes, it's finally here, with lots of display options (see config file and manual)
+ NPC: Princess Zelda plus an entire quest line involving her
+ Block: Ancient tablets with mysterious writings carved upon them
+ Block: Quake Stone (in 2 varieties) – can be destroyed only by using the Quake Medallion (or Megaton Hammer + Golden Gauntlets, if enabled)
+ New Secret Room with Quake Stone door; Ocarina of Time and Magic Container both common here
+ Item: Book of Mudora, a tome of knowledge passed down through the generations in some villages
+ Item: Bombos Medallion – powers up Spin Attack so it shoots fireballs
+ Item: Ether Medallion – blasts enemies out of the sky with lightning
+ Item: Quake Medallion – causes a massive earthquake
+ Item: Purple Potion restores stamina bar like the Green Potion used to
+ Item: Lon Lon Milk restores 5 hearts per use and can be used twice
+ Item: Chateau Romani (Lon Lon Special) gives infinite magic bar for a short time
+ Item: Magic Container permanently increases magic capacity by 50 and replenishes magic bar.
+ Item: Magic Jars restore a small amount of MP when picked up, but cannot be stored
+ Item: Large Magic Jar restores 250 MP but cannot be stored
+ Command: zssmagic <player> <add|set> <current|max> <amount>
+ Config: Set maximum number of attainable magic points (default 250, player starts with 50)
+ Config: Allow Nayru’s Love to be activated while the magic bar is unlimited
+ Config: Make players immune to the Ether and Quake medallion effects
+ Config: Allow the Megaton Hammer to destroy Quake blocks (also requires Golden Gauntlets)
+ Config: Frequency of small heart and magic jar drops from mobs
+ Config: Issue #68 – Map makers can now set default warp locations, either in game by sneak activating a warp stone or manually in the config file
+ Config: Setting for Fire Rod griefing
+ Config: All ZSS HUD elements have settings for horizontal and vertical alignment as well as offsets
+ Crafting: Optional recipes for upgrading the hookshot via crafting
+ Crafting: Optional recipe to allow making copies of the Book of Mudora
+ API: IMagicArrow – allows arrows to require and consume magic power when shot from the Hero's Bow
+ API: IQuakeBlock – interface for blocks that react to the Quake Medallion
Changed:
- Completely redid how ZSS HUD overlays manage their placement and redid their config entries
- Issue #62 – Sword Pedestal now uses WeaponRegistry to determine what can be placed in it (still swords only)
- Potions no longer restore hunger: Green Potion restores 100 magic, Blue Potion restores 100 magic and 20 hearts (40 hp)
- Ceramic jars/pots no longer drop Green Potions, but may instead drop Magic Jars
- All mobs have a chance of dropping Small Hearts and Magic Jars
- Mobs with high max health have a chance of dropping a Large Magic Jar
- Fairies at fairy pools restore magic in addition to health
- Nayru's Love does not prevent skill use, excepting any portion thereof that requires magic (e.g. extra spins from Super Spin Attack)
- Cursed Keese attacks have a chance to drain mana, in which case they recover some of their own health
- Zelda’s Letter and Ocarina of Time can now be earned by means other than random luck
Fixed Bugs:
- Unable to fire regular arrows if magic arrow selected in item mode and insufficient magic
- Water bombs now generate in ocean loot at a rate more similar to fire bombs in the Nether
- Possible to end up with ‘ghost’ ceramic jars on the client
- Issue #70 – Dedicated server crash when beginning Zelda’s quest
- Issue #45 (partially) – shields now display correctly in inventory and in hand, but at the cost of the back texture for now
- Issue #55 – Secret rooms and boss temples not generating in the Nether
- Minor effects of Epona’s Song not triggering with Fairy Ocarina
- Deku Babas could potentially be pushed by other entities
- Deku Babas immune to being set on fire by lava
- Heart Container name displayed as ‘Skill Orb of Heart Container’
- Issue #66 – Possible crash when a Wizzrobe attempts to drop items
- Issue #69 – Dedicated server crash when converting some NPCs from villagers
- Dash skill had trouble hitting short targets
- Rising Cut could not be blocked by shields when wielded in the BG2 offhand
- Rising Cut could potentially be activated while an item was in use
- Combo damage overlay now correctly uses client font height
- Some language entries did not allow for proper translations due to word order
- Minor inconsistencies in Mask Shop quest dialogue
- Armor taking extra damage each hit while certain skills in use
- NPCs possibly taking damage from block above themselves when spawning
- Possible crash when converting NPCs (different from #69)
- EntityLiving#onInitialSpawn not being called for converted NPCs
1.7.10 v2.5.1: Critical bug fixes
- Issue #70 – Dedicated server crash when beginning Zelda’s quest
- Minor effects of Epona’s Song not triggering with Fairy Ocarina
- Armor taking extra damage each hit while certain skills in use
- NPCs possibly taking damage from block above themselves when spawning
- Possible crash when converting NPCs (different from #69)
- EntityLiving#onSpawnWithEgg not being called for converted NPCs
Added:
+ Magic Meter – yes, it's finally here, with lots of display options (see config file)
+ NPC: Princess Zelda plus an entire quest line involving her
+ Block: Ancient tablets with mysterious writings carved upon them
+ Block: Quake Stone (in 2 varieties) – can be destroyed only by using the Quake Medallion (or Megaton Hammer + Golden Gauntlets, if enabled)
+ New Secret Room with Quake Stone door; Ocarina of Time and Magic Container both common here
+ Item: Book of Mudora, a tome of knowledge passed down through the generations in some villages
+ Item: Bombos Medallion – powers up Spin Attack so it shoots fireballs
+ Item: Ether Medallion – blasts enemies out of the sky with lightning
+ Item: Quake Medallion – causes a massive earthquake
+ Item: Purple Potion restores stamina bar like the Green Potion used to
+ Item: Lon Lon Milk restores 5 hearts per use and can be used twice
+ Item: Chateau Romani (Lon Lon Special) gives infinite magic bar for a short time
+ Item: Magic Container permanently increases magic capacity by 50 and replenishes magic bar.
+ Item: Magic Jars restore a small amount of MP when picked up, but cannot be stored
+ Item: Large Magic Jar restores 250 MP but cannot be stored
+ Command: zssmagic <player> <add|set> <current|max> <amount>
+ Config: Set maximum number of attainable magic points (default 250, player starts with 50)
+ Config: Allow Nayru’s Love to be activated while the magic bar is unlimited
+ Config: Make players immune to the Ether and Quake medallion effects
+ Config: Allow the Megaton Hammer to destroy Quake blocks (also requires Golden Gauntlets)
+ Config: Frequency of small heart and magic jar drops from mobs
+ Config: Issue #68 – Map makers can now set default warp locations, either in game by sneak activating a warp stone or manually in the config file
+ Crafting: Optional recipes for upgrading the hookshot via crafting
+ Crafting: Optional recipe to allow making copies of the Book of Mudora
+ API: IMagicArrow – allows arrows to require and consume magic power when shot from the Hero's Bow
+ API: IQuakeBlock – interface for blocks that react to the Quake Medallion
Changed:
- Issue #62 – Sword Pedestal now uses WeaponRegistry to determine what can be placed in it (still swords only)
- Potions no longer restore hunger: Green Potion restores 100 magic, Blue Potion restores 100 magic and 20 hearts (40 hp)
- Ceramic jars/pots no longer drop Green Potions, but may instead drop Magic Jars
- All mobs have a chance of dropping Small Hearts and Magic Jars
- Mobs with high max health have a chance of dropping a Large Magic Jar
- Fairies at fairy pools restore magic in addition to health
- Nayru's Love does not prevent skill use, excepting any portion thereof that requires magic (e.g. extra spins from Super Spin Attack)
- Cursed Keese attacks have a chance to drain mana, in which case they recover some of their own health
- Zelda’s Letter and Ocarina of Time can now be earned by means other than random luck
Fixed Bugs:
- Deku Babas could potentially be pushed by other entities
- Deku Babas immune to being set on fire by lava
- Heart Container name displayed as ‘Skill Orb of Heart Container’
- Magic Rod particles spawning above player’s head after updating Forge version
- Issue #66 – Possible crash when a Wizzrobe attempts to drop items
- Issue #69 – dedicated server crash when converting some NPCs from villagers
- Dash skill had trouble hitting short targets
- Rising Cut could not be blocked by shields when wielded in the BG2 offhand
- Rising Cut could potentially be activated while an item was in use
- Combo damage overlay now correctly uses client font height
- Some language entries did not allow for proper translations due to word order
1.6.4 v1.1: Anniversary Edition
Includes all changes up to and including 1.7.10 v2.2.7!!!
NOTE: If you have installed Java 8, you MUST install Forge 1.6.4-9.11.1.1345
CHANGE LOG ARCHIVE
Due to size restrictions on posted content here, please see the update log archive over at my PlanetMinecraft mod page. Sorry for the inconvenience.
SCREENSHOTS
A Darknut charging up Armor Break
Wizzrobes come in a variety of colors, each with a different elemental spell
Skill GUI
A happy Goron family!
Shields, functional both with or without Battlegear2!
Antique Atlas Map support - easily see which dungeons are completed
New Mob: the Chu, in four distinct varieties
A Boss Dungeon in the Nether
Prove yourself worthy of the Master Sword by finding all the Pendants of Virtue
A rare find!
Fairies released from bottles
A Bomb Bag with increased capacity
Skill Orbs
Leaping Blow
COPYRIGHT / LICENSE
Zelda Sword Skills is an open source Minecraft mod released under version 3 of the GNU General Public License. What this means is that the source of this mod is publicly available and you have certain rights with respective to the code. Feel free to read up more on Open Source Software and what the GPL/LGPL give you in terms of your rights to software released under that license, but the short version for you folks here is;
you have the right to have access the source code of the mod,
you have the right to be able to edit/use parts (or all) of the source code provided that you provide proper credit to the original author(s),
you have the right to distribute the source code and/or compiled versions of the source code
you have the right to use this mod in Lets Plays/YouTube videos however you see fit (monetization, for fun, etc) as long as you provide credit to the original author(s)(a link back to this thread for example)
So feel free to browse the source code, try things out yourself, and share what you have found/done with others. I made ZSS open source with the specific purpose of having an open source mod that other mod developers could use as a reference while they are learning and making their own mods. The more we share, the better the community!
The source code for Zelda Sword Skills is available on my GitHub.
All works here copyright coolAlias, unless otherwise stated in the source files.
Thanks to Pahimar for this lovely license summary.
PERMISSIONS
ZSS is an open source mod released under the GPL v3, which means you are allowed to include this mod in your modpack (regardless of who you are), use it for custom maps, etc. All I ask is that you credit me as the original author and provide a link to this page so users can find the most up-to-date information. Thanks for your cooperation.
INSTALLATION
Zelda Sword Skills for Minecraft 1.8.0 was made and tested using Forge 1.8.9-11.15.1.1902-1.8.9.
Zelda Sword Skills for Minecraft 1.8 was made and tested using Forge 11.14.4.1563.
Zelda Sword Skills for Minecraft 1.7.10 was made and tested using Forge 10.13.4.1558.
Version for Minecraft 1.6.4 requires Forge 9.11.1.965, but is no longer supported! Please update to a later version of Minecraft.
Please do not post bug reports if you are using a different version of either Minecraft or Forge from those stated above.
Install the required version of Forge in to you minecraft.jar
Start and stop Minecraft to test to make sure that Forge was added successfully
Put mod jar or zip in to your /mods folder
Load up Minecraft and play!
DOWNLOAD
Due to no longer being able to access my account here without creating a Twitch account, all downloads and discussion can now be found at PlanetMinecraft.
BANNER
CREDITS
A huge thanks to those who have helped support this mod through monetary contributions:
- AlanGreyjoy, Saraphae
to UltimateSpartan for the idea and opportunity to work on Quest, and for making the awesome banner, and for making some awesome models!
to Hunternif for adding API support for his awesome Antique Atlas mod, making the dungeon textures, and the whirlwind effect for the Deku Leaf
to HoopAWolf for the amazing bomb and jar models
to Jones7789 for his many texture and model contributions
to Gaming_Confusion for his texture contributions
to Pahimar for the succinct license description
to diesieben07, Draco18s, and the other guys over at minecraftforum.net for sharing their knowledge
to RazzleberryFox for the Goron model and texture
to TheRedMajora for keeping me motivated and sharing his Zelda knowledge, as well as lots of textures/models,
to all of you for your great suggestions and feedback
to metroidisendless for various textures and models
and also to my wife for her support and musical / sound contributions.
Whoa, whoa, Quest? I've never thought that it would contain something like this... UltimateSpartan and their friends are doing well...
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Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
Whoa, whoa, Quest? I've never thought that it would contain something like this... UltimateSpartan and their friends are doing well...
Thanks - this is just one aspect of the skills system, and I simplified it to make it more Zelda-lore friendly and its own stand-alone module until we get Quest into a release state. Quest's skill system will be much more involved, bringing lots of other cool things to the table to spice up combat.
Keep in mind that the skill system is just one part of Quest, but since the rest of the stuff is still being worked on, I thought it would be cool to show everyone that the mod is still very much alive and going well, while at the same time putting a mod out there that's just fun to play all in its own right. Hope you enjoy it!
Thanks - this is just one aspect of the skills system, and I simplified it to make it more Zelda-lore friendly and its own stand-alone module until we get Quest into a release state. Quest's skill system will be much more involved, bringing lots of other cool things to the table to spice up combat.
Keep in mind that the skill system is just one part of Quest, but since the rest of the stuff is still being worked on, I thought it would be cool to show everyone that the mod is still very much alive and going well, while at the same time putting a mod out there that's just fun to play all in its own right. Hope you enjoy it!
Well, I am actually a member of the original team (Advanced Texturer), so I knew what is going to be in Quest. But, I never thought that the skill system I proposed would be something like this.
This is the beginning of Quest. I'm proud of you, UltimateSpartan.
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Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
Well, I am actually a member of the original team (Advanced Texturer), so I knew what is going to be in Quest. But, I never thought that the skill system I proposed would be something like this.
This is the beginning of Quest. I'm proud of you, UltimateSpartan.
Right on. The skills system has come a long way since your original proposal, and is still very much being discussed and modified to make it as good as we can.
Updated OP with planned features:
For both this mod and Quest:
- Add sound effects (coming very soon!)
For this mod only:
- Add Link's voice for attacks
- Add bombs
- Add fairy bottles?
- Change extra hearts to be only gained from heart pieces, rather than each time a sword skill is learned
- Suggestions welcome!
Whoa, whoa, Quest? I've never thought that it would contain something like this... UltimateSpartan and their friends are doing well...
It's good to hear from you mate! Indeed things are going very well, we have been hard at work with new content as of late, the majority focused to skills. I think the skills will definitely play a big part in making Quest very unique and fun.
beta 0.2.0: Bombs and Sounds
- updated to Forge 965, should be compatible with all versions from 916 to 965
- added bombs!
- added bomb bag!
- bombs and bomb bag added to chest loot lists and villager trading
- added sound effects for most sword skills
Bug fixes
- ArmorBreak damaging targets out of range
Bombs and Bomb Bags can be found in chests as well as purchased from some villagers; neither can be crafted! While holding the bomb bag, it will fill itself up with any bombs in your inventory - don't be alarmed if they 'disappear.' To get the bombs out of the bag, either right-click while holding the bag, or press 'b' while the bag is anywhere in your inventory. Careful not to hold it too long!!!
Several bug fixes coming in the next version; already available on github:
- Bonus hearts now show correct amount after respawning
- Client no longer experiences 'freeze' in explosion area for explosions caused by bombs in hand
- 'fuse' sound no longer plays over itself repeatedly
- When switching to a bomb with 'b' and a full inventory, held stackable items no longer disappear
- To fix the above issue, if holding a stackable item while switching to a bomb, it will always drop even if there is space in the inventory; I am working on a resolution for this
beta 0.2.1
- hearts no longer gained from sword skill increases, only from heart pieces
- heart pieces may now be found in various chests
- bomb bags can be combined for greater capacity: right clicking will attempt to merge with any standard capacity bag in the inventory
- number of bombs in bag displayed on top of bag icon
- in Creative Mode, bombs can be taken even from an empty bomb bag
- with a bomb bag, bombs can now be picked up even when inventory is full
- bombs explode based on time only; no longer explode on impact
- thrown bombs now flash and hiss
- added bombs and bomb bags to villager trades and chest loot
- current and max skill level displayed on skill orb tooltip for learned skills
Bug fixes
- player now damaged correctly from handheld explosion
- extra hearts now load correctly after player death
- bomb hissing no longer plays repeatedly over itself
- handheld explosion didn't register properly with client, caused 'ghost' blocks until re-login
And new screenshots:
A legitimate heart piece from a random drop
A BOMB about to explode (they flash, but you can't see that here)
Hey this looks really good, and I already had an eye on the atlas mod.
I cant wait to see more of Quest
Anyway I have a few suggestions for this mod:
-Conig options (max hearts, droprate(also to add custom mobs) etc.)
-a GUI to check your skills
-Key mapping on the mouse
-Armor Break by holding left Mb
-Dodge on dobble tap "a" or "d"
-Parry --> right timing with right Mb
-Leaping Blow with shift(sneak) + left Mb
-Dash --> right + left Mb
-or just make them customizable
-cooldowns(maybe with a small extra bar above the hunger bar)
-a use for Orbs after you maxed a skill?(e.g. Villagers who buy them)
Thanks for the suggestions. I will definitely think about what to do with orbs once you've maxed the skill, and may add a 'scroll' or something that can show you your current skill levels. Note that I did add in the ability to see your current level in the latest update, though it requires you have a spare skill orb. While being able to see your 'level' isn't very Zelda-like in my opinion, it's definitely something a lot of people would like, you're right (and that feature is included in Quest already, just not this mod).
Config for max bonus hearts and drop rates is definitely possible; great idea. I will add this in the next update.
The key bindings are already customizable, but not to the point where you can set a skill to double-tap or not.
We discussed cooldowns at length in our design meetings, and it is my strong opinion that they don't add anything to the game for the following two reasons:
1. They aren't lore-friendly; what reason is there that I have to wait for 5 seconds before I can use leaping blow again?
2. Their only purpose is to prevent 'spamming' of skills, but that is already achieved in the lore-friendly fashion of requiring food -> these skills are active, and when you do a lot of exercise, you're going to be very hungry! I feel like this mechanic is much more fun and also fits well into Minecraft.
Furthermore, the skills can only be spammed as fast as the animations can occur, which is basically as fast as your character can move. To me that makes a lot more sense. There are a few skills that require charging up (e.g. Spin Attack) as well, and a cooldown on top of that would be overkill.
Thanks again for the suggestions, though, and if you have more I will definitely consider them
We discussed cooldowns at length in our design meetings, and it is my strong opinion that they don't add anything to the game for the following two reasons:
---
I had ideas back then in September... Since Player Attributes are working, I can propose this without confusing anyone.
Energy. (asher should remember this, part of the HUD proposal)
Since eating food is time-wasting, we can have energy as a limiting factor. The base max amount of energy is 2000, and increased by 2% per AGI(multiplicative, player with 10 AGI would have 2438 max energy instead of 2400).
Being awake costs 1 energy per second(e/s). Every STR adds 0.05 e/s. Every INT adds 0.02 e/s
Running costs 0.1 e/meter. Sprinting costs 0.7 e/m. Sneaking costs 0.2 e/m. Jumping costs 0.7 e. Sprintjump costs 3 e.
Placing block costs 0.5 e. Destroying block(with anything) costs 1 e/s. Using any item costs 0.2 e.
Sleeping will restore 1 energy per tick(in bed). Gained when waking up. Sleep anytime, anywhere!(its not hard to get world time)
Eating food will replenish energy. Gaining experience and level will also replenish energy.
Attacking costs 1 e. Receiving damage costs 1.5 e. Getting poisoned costs 4 e/s per level.
Executing skills costs energy, and cost rises with level of skill. The costs are up to you, master coder. Doing more skills in short succession use more and more energy, but having combo reduces the cost a bit.
When your energy is below 200, you will get weak, and sometimes your vision will be distorted.
When your energy is zero, you are forced to sleep at your spot(blacking out). You may get attacked by mobs, which wakes you up. You need to find a safe spot(or build) before you black out, or maybe you can sleep anytime, anywhere. Sleeping on stone restore less than on wood, but still more than sleeping on dirt.
2. Their only purpose is to prevent 'spamming' of skills, but that is already achieved in the lore-friendly fashion of requiring food -> these skills are active, and when you do a lot of exercise, you're going to be very hungry! I feel like this mechanic is much more fun and also fits well into Minecraft.
If you exercise, you will be hungry AND tired!
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Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
Since eating food is time-wasting, we can have energy as a limiting factor.
I'm not sure if you've tried the mod, but if you do you'll see that you don't have to constantly eat food; you can in fact use quite a few skills before you need to eat. Eating food is less time-wasting than your proposal for how to gain energy back, and without the added complexity. The hunger bar already represents 'energy', drains over time, with activities, etc., basically everything you propose your Energy system should do is done already by hunger in Minecraft.
Now you must wait, or you will tire more quickly.
If you exercise, you will be hungry AND tired!
Maybe I missed something, but I didn't see anything in your proposal that would force waiting, unless you mean getting knocked out when you run out of energy? Besides, wasn't your original point about saving time, not wasting more of it? EDIT: Oh I see - cost rises the closer together skills are used. That's not a bad idea, and could be implemented within the hunger system as well, since it is more tiring to do perform strenuous activities in quick succession. We'll have to see how it plays out in testing to get the balance right.
I didn't mention this, but there are a few skills that will force the player to wait a while before using any more skills - they represent such vast exertions of energy (like sprinting a full mile) that winds the character and requires them to take a break to catch their breath. Because we want to avoid this as much as possible, though, it's limited to just a few select skills that should require that much exertion.
Some skills we also plan to have limited to once per day, but only where it makes sense; for example, there is a 'First Aid' type skill that lets the player recover a few hearts upon reaching zero health, representing the character's ability to temporarily ignore pain in order to battle on rather than some sort of supernatural resurrection ability. Since a person's body can only take so much punishment and rest (i.e. sleep) is the best method of recovery from wounds and such, we feel that a once per day limit fits nicely with this premise.
Again, thanks for sharing your thoughts, and I look forward to hearing more of your thoughts on our proposals. Many of the reasons you cited for Energy are the same reasons that I pushed for using Hunger, as in essence the two systems are the same. I just happen to think that using an existing mechanic fits our purposes better, as well as having more of a Minecraft 'feel.' That being said, if you can put forth a powerful argument in favor of your system or against using hunger, then we may yet change
P.S. While this mod IS a preview for Quest, and we'll be looking for feedback on the combat system here (which includes hunger / energy mechanics, so I'm not saying this for your post specifically), discussion relating to any other aspects of Quest should be posted on Quest's thread, not only for the sake of clarity, but also to give Quest more hits! Cheers.
Executing skills costs energy, and cost rises with level of skill.
Excuse my second post; just wanted to add that we actually decided to have the cost decrease with skill level, representing the character getting more fit and better able to execute the moves, much like a trained fighter can swing many more times with less fatigue than an untrained fighter. This is contrary to the mechanics of many RPGs, but I think it makes much more sense than arbitrarily increasing costs to 'balance' the skills increased effect. The player will have a higher energy pool in most games anyway, so the cost doesn't seem to be that big of an issue (not to mention games in which the player can simply spam mana/energy potions, making the mana bar pointless).
I think the hunger bar is enough for act like a "energy bar" because it makes really more sense and maybe add shields?
Would work like this:
You buy a shield from a vllager or a travelling merchant and you have to put the shield in your 2 slot on the hotbar then when you use the block command(Rctrl) you will not block with the sword but with the shield and depending of the shield and the strenght of the attack the damage you receive will be less or nothing.
You buy a shield from a vllager or a travelling merchant and you have to put the shield in your 2 slot on the hotbar then when you use the block command(Rctrl) you will not block with the sword but with the shield and depending of the shield and the strenght of the attack the damage you receive will be less or nothing.
Good idea! I don't know of any plans to implement that specifically into Quest, but I will propose it in addition to working on it for this mod.
I like the shield idea but maybe add another armor slot for the shield, some new enchantments and it needs a nice rendering.
I wanted to ask if its somehow possible to merge the custum attack from the mod with the normal attack move.
Because when I set it to my left Mb i cant destroy any blocks. I also would like to assign dodge to "a" or "d" but as I mentioned before
dobble tap would be my favourite .
I agree - if we add shields, they will definitely have their own armor slot as well as an additional hotbar slot to accommodate them.
I will see what I can do about the double-tap for dodge; the reason we originally chose a single tap is to make it more responsive in combat, but I can see how some might prefer a double-tap assigned to 'a' and 'd'. Out of curiosity, have you tried switching entirely to the keyboard while locked on with the default keys? Personally I find it quite comfortable, but maybe I've just gotten used to it
As for assigning attack to LMB and being able to destroy blocks normally, I'm not sure about that at this time, but I will look into it.
Shouldn't it be Z to target because it's based off Z-Targeting?
"ba-doom-tish"
Rollback Post to RevisionRollBack
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
Prepare yourself for THE ultimate Zelda mod for Minecraft! Including nearly every Zelda item, fully functional just like in the games, sword skills such as Link's Spin Attack, mobs, dungeons, several quests, and more. If you ever enjoyed a Zelda game, then you will certainly love this mod. If, on the other hand, you simply want to add some extra spice to Minecraft's combat system without adding tons of items and other things, I recommend you check out my standalone combat enhancement mod, Dynamic Sword Skills.
Be sure to check out AntiqueAtlas by Hunternif for an awesome mod to use alongside ZSS to view Boss Dungeon locations on your Antique Map!
Also make sure to check out the Official ZSS Addon by TheRedMajora! The addon aims to add in everything from Zelda that didn't make it into the main mod, such as every single sword ever appearing in Zelda!
Last but not least, be sure to check out SamHunny's excellent Let's Play series featuring ZSS! For a special peek at what she has to offer, click the spoiler!
MOD INFORMATION
Get the Official ZSS Manual now! The manual will be updated regularly and stamped with a new date - be sure to check the change log to see if anything has changed in the manual.
F.A.Q. - Please read me before asking questions!
A: Great - first please make sure you are using the LATEST version of the mod and check the change log to see if the bug has already been fixed; if not, check if it has already been reported and report it if has not.
Q: Help, your mod crashed my game!
A: Oops! First, READ the mod description carefully, and then answer the following questions:
1. Did you install the correct version of the mod?
2. Did you install the correct version of Forge?
3. Did you install the correct versions of OTHER mods?
If you can answer YES to all three questions, then please kindly post your full crash report inside of [ spoiler ] tags, along with a detailed description of what you were doing when the game crashed. The more information you can give me, the more likely I will be able to fix your problem.
Q: Your mod crashes with Battlegear2!!!
A: No, it doesn't - you forgot to install the correct versions of both mods. Please read the download description and change log carefully.
Q: Why can't I use skills with Tinker's Construct (or other mod) weapons!
A: You can, but you may need to add them to the Weapon Registry. Please see the section on Commands in the ZSS Manual.
Q: Why aren't the villager trades working with Minecraft Comes Alive (MCA) ?
A: In order to do what they do, MCA replaces all vanilla villagers with their own class, but this means that other mods which rely on the vanilla class to do things (such as trade) have a high chance of not working. This is one of those cases.
Q: Will you add [x] sword?
A: No. The swords currently available have a nice progression from weak to strong, and I am not interested in adding another sword that has basically the same stats as one that already exists just for the sake of variety. The Official ZSS Addon, however, adds nearly all of the swords not included in the main mod.
Q: Can you please add { insert whatever } ?
A:
a. Is {whatever} in a Zelda game? I have already considered it.
b. Is {whatever} NOT in a Zelda game? Then no, I won't add it.
If you answered 'a' and still want to ask, provide specific details about HOW and WHY it should be implemented; otherwise I will ignore you.
Q: The transformation masks (e.g. Deku Mask) are supposed to change the player model!!!
A: I know, but it is much more difficult than one would think, not to mention it would likely conflict with every other mod that wants to do something with the player model. At best, I may be able to manage a skin change, but it's not a high priority for me.
Q: Will you ever add more elaborate dungeons?
A: No. However, I encourage people to use the mod in Adventure Maps, where it is quite feasible to replicate not only the form of Zelda dungeons, but also to add the many intricate puzzles and quests that should accompany each dungeon.
Q: But you can just use schematics to add dungeons, will you do that?
A: No. Unless playing an Adventure Map, I prefer the dungeons to be slightly randomized to better fit the randomness of the Minecraft world; schematics cannot be randomized when added without converting them to Java, which can add tens of thousands of lines of code that I would rather not deal with, plus I just do not like working with schematics in general.
Q: What about adding dimensions?
A: Sorry, I do not have any plans at this time to add new dimensions.
Q: BOSSES!!! When will you be adding proper Zelda bosses?!?!?!
A: There are currently only two, but I'm working on more, please be patient.
Q: Your textures suck, can you make better ones?
A: Sorry, I'm not an artist. If you can do better, please submit your textures via private message and I will consider replacing the current texture with yours, but only if yours are good ;P
Q: My bombs are not blowing up the secret rooms, what is going on?!?!
A: Congratulations, you have found a secret room that requires a special item to enter! Excavate around the secret room until you find either a pair of Barrier Blocks or some kind of Peg, then use the appropriate item to open it up so you can get that treasure chest!
Q: My question was not answered here, now what?
A: Be sure to also check the “Secrets and Spoilers” section if your question is related to finding something in the game; otherwise, post your question below and I will do my best to answer.
RECOMMENDED MODS
Please keep in mind that I am not responsible for any content in these mods and that I cannot guarantee compatibility.
If you experience issues, try using the latest version or rolling back to a previous version depending on your situation.
Antique Atlas by Hunternif - Keep track of boss dungeons on an old-school rpg map!
Battlegear2 by GotoLink, NerdBoy, et al. - Dual-wielding, shields, awesome.
NOTE: BG2 v1.0.10.0 adds a config option to re-enable item blocking - you MUST enable this for many ZSS items to function correctly if you play with BG2 installed.
Custom Chest Loot by FatherToast - Customize loot in secret room and boss chests, jar drops, etc.
ZSS Official Addon by TheRedMajora - Adds everything from Zelda that didn't make it into the main mod
Version Checker by Dynious - Check for the latest ZSS version right from the main menu of Minecraft!
TEXTURE PACKS
[16x16] ZSS Addon Texture Pack by metroidisendless
32x32 WIP pack by radisnooker5
CHANGE LOG
1.8.9 v3.4: Initial update
Updated to Minecraft 1.8.9, Forge build 1.8.9-11.15.1.1902-1.8.9
Added
+ Forge version checker support (untested)
Changed
- Sword beam slices through dekus like a hot knife through butter
- Sword beam rendering made to look more horizontal
Fixed
- Shields finally render properly again, even in the BG2 offhand slot
- Bomb item rendered incorrectly when dropped vs. thrown
- Bombs in ceramic jars rendered partially in ground outside of jar
- Ceramic jars could not be placed on glass blocks
- Sword beam was not considered a projectile
- Player didn’t swing arm when throwing ceramic jars
1.8 v3.3: Princesses & Magic
This is the final release for 1.8.0.
Updated to recommended Forge build 1.8-11.14.4.1563.
Added:
+ Magic Meter – yes, it's finally here, with lots of display options (see config file and manual)
+ NPC: Princess Zelda plus an entire quest line involving her
+ Block: Ancient tablets with mysterious writings carved upon them
+ Block: Quake Stone (in 2 varieties) – can be destroyed only by using the Quake Medallion (or Megaton Hammer + Golden Gauntlets, if enabled)
+ New Secret Room with Quake Stone door; Ocarina of Time and Magic Container both common here
+ Item: Book of Mudora, a tome of knowledge passed down through the generations in some villages
+ Item: Bombos Medallion – powers up Spin Attack so it shoots fireballs
+ Item: Ether Medallion – blasts enemies out of the sky with lightning
+ Item: Quake Medallion – causes a massive earthquake
+ Item: Purple Potion restores stamina bar like the Green Potion used to
+ Item: Lon Lon Milk restores 5 hearts per use and can be used twice
+ Item: Chateau Romani (Lon Lon Special) gives infinite magic bar for a short time
+ Item: Magic Container permanently increases magic capacity by 50 and replenishes magic bar.
+ Item: Magic Jars restore a small amount of MP when picked up, but cannot be stored
+ Item: Large Magic Jar restores 250 MP but cannot be stored
+ Command: zssmagic <player> <add|set> <current|max> <amount>
+ Config: Set maximum number of attainable magic points (default 250, player starts with 50)
+ Config: Allow Nayru’s Love to be activated while the magic bar is unlimited
+ Config: Make players immune to the Ether and Quake medallion effects
+ Config: Allow the Megaton Hammer to destroy Quake blocks (also requires Golden Gauntlets)
+ Config: Frequency of small heart and magic jar drops from mobs
+ Config: Issue #68 – Map makers can now set default warp locations, either in game by sneak activating a warp stone or manually in the config file
+ Config: Setting for Fire Rod griefing
+ Config: All ZSS HUD elements have settings for horizontal and vertical alignment as well as offsets
+ Crafting: Optional recipes for upgrading the hookshot via crafting
+ Crafting: Optional recipe to allow making copies of the Book of Mudora
+ API: IMagicArrow – allows arrows to require and consume magic power when shot from the Hero's Bow
+ API: IQuakeBlock – interface for blocks that react to the Quake Medallion
Changed:
- Completely redid how ZSS HUD overlays manage their placement and redid their config entries
- Issue #62 – Sword Pedestal now uses WeaponRegistry to determine what can be placed in it (still swords only)
- Potions no longer restore hunger: Green Potion restores 100 magic, Blue Potion restores 100 magic and 20 hearts (40 hp)
- Ceramic jars/pots no longer drop Green Potions, but may instead drop Magic Jars
- All mobs have a chance of dropping Small Hearts and Magic Jars
- Mobs with high max health have a chance of dropping a Large Magic Jar
- Fairies at fairy pools restore magic in addition to health
- Nayru's Love does not prevent skill use, excepting any portion thereof that requires magic (e.g. extra spins from Super Spin Attack)
- Cursed Keese attacks have a chance to drain mana, in which case they recover some of their own health
- Zelda’s Letter and Ocarina of Time can now be earned by means other than random luck
Fixed Bugs:
- Unable to fire regular arrows if magic arrow selected in item mode and insufficient magic
- Water bombs now generate in ocean loot at a rate more similar to fire bombs in the Nether
- Possible to end up with ‘ghost’ ceramic jars on the client
- Issue #70 – Dedicated server crash when beginning Zelda’s quest
- Issue #45 (partially) – shields now display correctly in inventory and in hand, but at the cost of the back texture for now
- Issue #55 – Secret rooms and boss temples not generating in the Nether
- Minor effects of Epona’s Song not triggering with Fairy Ocarina
- Deku Babas could potentially be pushed by other entities
- Deku Babas immune to being set on fire by lava
- Heart Container name displayed as ‘Skill Orb of Heart Container’
- Issue #66 – Possible crash when a Wizzrobe attempts to drop items
- Issue #69 – Dedicated server crash when converting some NPCs from villagers
- Dash skill had trouble hitting short targets
- Rising Cut could not be blocked by shields when wielded in the BG2 offhand
- Rising Cut could potentially be activated while an item was in use
- Combo damage overlay now correctly uses client font height
- Some language entries did not allow for proper translations due to word order
- Minor inconsistencies in Mask Shop quest dialogue
- Armor taking extra damage each hit while certain skills in use
- NPCs possibly taking damage from block above themselves when spawning
- Possible crash when converting NPCs (different from #69)
- EntityLiving#onInitialSpawn not being called for converted NPCs
1.7.10 v2.5.1: Critical bug fixes
- Issue #70 – Dedicated server crash when beginning Zelda’s quest
- Minor effects of Epona’s Song not triggering with Fairy Ocarina
- Armor taking extra damage each hit while certain skills in use
- NPCs possibly taking damage from block above themselves when spawning
- Possible crash when converting NPCs (different from #69)
- EntityLiving#onSpawnWithEgg not being called for converted NPCs
1.7.10 v2.5: Princesses & Magic
Updated to recommended Forge build 1.7.10-10.13.4.1558.
Added:
+ Magic Meter – yes, it's finally here, with lots of display options (see config file)
+ NPC: Princess Zelda plus an entire quest line involving her
+ Block: Ancient tablets with mysterious writings carved upon them
+ Block: Quake Stone (in 2 varieties) – can be destroyed only by using the Quake Medallion (or Megaton Hammer + Golden Gauntlets, if enabled)
+ New Secret Room with Quake Stone door; Ocarina of Time and Magic Container both common here
+ Item: Book of Mudora, a tome of knowledge passed down through the generations in some villages
+ Item: Bombos Medallion – powers up Spin Attack so it shoots fireballs
+ Item: Ether Medallion – blasts enemies out of the sky with lightning
+ Item: Quake Medallion – causes a massive earthquake
+ Item: Purple Potion restores stamina bar like the Green Potion used to
+ Item: Lon Lon Milk restores 5 hearts per use and can be used twice
+ Item: Chateau Romani (Lon Lon Special) gives infinite magic bar for a short time
+ Item: Magic Container permanently increases magic capacity by 50 and replenishes magic bar.
+ Item: Magic Jars restore a small amount of MP when picked up, but cannot be stored
+ Item: Large Magic Jar restores 250 MP but cannot be stored
+ Command: zssmagic <player> <add|set> <current|max> <amount>
+ Config: Set maximum number of attainable magic points (default 250, player starts with 50)
+ Config: Allow Nayru’s Love to be activated while the magic bar is unlimited
+ Config: Make players immune to the Ether and Quake medallion effects
+ Config: Allow the Megaton Hammer to destroy Quake blocks (also requires Golden Gauntlets)
+ Config: Frequency of small heart and magic jar drops from mobs
+ Config: Issue #68 – Map makers can now set default warp locations, either in game by sneak activating a warp stone or manually in the config file
+ Crafting: Optional recipes for upgrading the hookshot via crafting
+ Crafting: Optional recipe to allow making copies of the Book of Mudora
+ API: IMagicArrow – allows arrows to require and consume magic power when shot from the Hero's Bow
+ API: IQuakeBlock – interface for blocks that react to the Quake Medallion
Changed:
- Issue #62 – Sword Pedestal now uses WeaponRegistry to determine what can be placed in it (still swords only)
- Potions no longer restore hunger: Green Potion restores 100 magic, Blue Potion restores 100 magic and 20 hearts (40 hp)
- Ceramic jars/pots no longer drop Green Potions, but may instead drop Magic Jars
- All mobs have a chance of dropping Small Hearts and Magic Jars
- Mobs with high max health have a chance of dropping a Large Magic Jar
- Fairies at fairy pools restore magic in addition to health
- Nayru's Love does not prevent skill use, excepting any portion thereof that requires magic (e.g. extra spins from Super Spin Attack)
- Cursed Keese attacks have a chance to drain mana, in which case they recover some of their own health
- Zelda’s Letter and Ocarina of Time can now be earned by means other than random luck
Fixed Bugs:
- Deku Babas could potentially be pushed by other entities
- Deku Babas immune to being set on fire by lava
- Heart Container name displayed as ‘Skill Orb of Heart Container’
- Magic Rod particles spawning above player’s head after updating Forge version
- Issue #66 – Possible crash when a Wizzrobe attempts to drop items
- Issue #69 – dedicated server crash when converting some NPCs from villagers
- Dash skill had trouble hitting short targets
- Rising Cut could not be blocked by shields when wielded in the BG2 offhand
- Rising Cut could potentially be activated while an item was in use
- Combo damage overlay now correctly uses client font height
- Some language entries did not allow for proper translations due to word order
1.6.4 v1.1: Anniversary Edition
Includes all changes up to and including 1.7.10 v2.2.7!!!
NOTE: If you have installed Java 8, you MUST install Forge 1.6.4-9.11.1.1345
CHANGE LOG ARCHIVE
Due to size restrictions on posted content here, please see the update log archive over at my PlanetMinecraft mod page. Sorry for the inconvenience.
SCREENSHOTS
Wizzrobes come in a variety of colors, each with a different elemental spell
Skill GUI
A happy Goron family!
Shields, functional both with or without Battlegear2!
Antique Atlas Map support - easily see which dungeons are completed
New Mob: the Chu, in four distinct varieties
A Boss Dungeon in the Nether
Prove yourself worthy of the Master Sword by finding all the Pendants of Virtue
A rare find!
Fairies released from bottles
A Bomb Bag with increased capacity
Skill Orbs
Leaping Blow
COPYRIGHT / LICENSE
The source code for Zelda Sword Skills is available on my GitHub.
All works here copyright coolAlias, unless otherwise stated in the source files.
Thanks to Pahimar for this lovely license summary.
PERMISSIONS
ZSS is an open source mod released under the GPL v3, which means you are allowed to include this mod in your modpack (regardless of who you are), use it for custom maps, etc. All I ask is that you credit me as the original author and provide a link to this page so users can find the most up-to-date information. Thanks for your cooperation.
INSTALLATION
Zelda Sword Skills for Minecraft 1.8.0 was made and tested using Forge 1.8.9-11.15.1.1902-1.8.9.
Zelda Sword Skills for Minecraft 1.8 was made and tested using Forge 11.14.4.1563.
Zelda Sword Skills for Minecraft 1.7.10 was made and tested using Forge 10.13.4.1558.
Version for Minecraft 1.6.4 requires Forge 9.11.1.965, but is no longer supported! Please update to a later version of Minecraft.
Please do not post bug reports if you are using a different version of either Minecraft or Forge from those stated above.
DOWNLOAD
Due to no longer being able to access my account here without creating a Twitch account, all downloads and discussion can now be found at PlanetMinecraft.
BANNER
CREDITS
A huge thanks to those who have helped support this mod through monetary contributions:
- AlanGreyjoy, Saraphae
to UltimateSpartan for the idea and opportunity to work on Quest, and for making the awesome banner, and for making some awesome models!
to Hunternif for adding API support for his awesome Antique Atlas mod, making the dungeon textures, and the whirlwind effect for the Deku Leaf
to HoopAWolf for the amazing bomb and jar models
to Jones7789 for his many texture and model contributions
to Gaming_Confusion for his texture contributions
to Pahimar for the succinct license description
to diesieben07, Draco18s, and the other guys over at minecraftforum.net for sharing their knowledge
to RazzleberryFox for the Goron model and texture
to TheRedMajora for keeping me motivated and sharing his Zelda knowledge, as well as lots of textures/models,
to all of you for your great suggestions and feedback
to metroidisendless for various textures and models
and also to my wife for her support and musical / sound contributions.
Thanks! Would this qualify as an 'anime mod' for your list? Sure it's not a manga series, but it is animated xD
OcD Simple Add-On!
Thanks - this is just one aspect of the skills system, and I simplified it to make it more Zelda-lore friendly and its own stand-alone module until we get Quest into a release state. Quest's skill system will be much more involved, bringing lots of other cool things to the table to spice up combat.
Keep in mind that the skill system is just one part of Quest, but since the rest of the stuff is still being worked on, I thought it would be cool to show everyone that the mod is still very much alive and going well, while at the same time putting a mod out there that's just fun to play all in its own right. Hope you enjoy it!
Well, I am actually a member of the original team (Advanced Texturer), so I knew what is going to be in Quest. But, I never thought that the skill system I proposed would be something like this.
This is the beginning of Quest. I'm proud of you, UltimateSpartan.
OcD Simple Add-On!
Right on. The skills system has come a long way since your original proposal, and is still very much being discussed and modified to make it as good as we can.
Updated OP with planned features:
For both this mod and Quest:
- Add sound effects (coming very soon!)
For this mod only:
- Add Link's voice for attacks
- Add bombs
- Add fairy bottles?
- Change extra hearts to be only gained from heart pieces, rather than each time a sword skill is learned
- Suggestions welcome!
It's good to hear from you mate! Indeed things are going very well, we have been hard at work with new content as of late, the majority focused to skills. I think the skills will definitely play a big part in making Quest very unique and fun.
beta 0.2.0: Bombs and Sounds
- updated to Forge 965, should be compatible with all versions from 916 to 965
- added bombs!
- added bomb bag!
- bombs and bomb bag added to chest loot lists and villager trading
- added sound effects for most sword skills
Bug fixes
- ArmorBreak damaging targets out of range
Bombs and Bomb Bags can be found in chests as well as purchased from some villagers; neither can be crafted! While holding the bomb bag, it will fill itself up with any bombs in your inventory - don't be alarmed if they 'disappear.' To get the bombs out of the bag, either right-click while holding the bag, or press 'b' while the bag is anywhere in your inventory. Careful not to hold it too long!!!
also you should check out Link Removed
- Bonus hearts now show correct amount after respawning
- Client no longer experiences 'freeze' in explosion area for explosions caused by bombs in hand
- 'fuse' sound no longer plays over itself repeatedly
- When switching to a bomb with 'b' and a full inventory, held stackable items no longer disappear
- To fix the above issue, if holding a stackable item while switching to a bomb, it will always drop even if there is space in the inventory; I am working on a resolution for this
beta 0.2.1
- hearts no longer gained from sword skill increases, only from heart pieces
- heart pieces may now be found in various chests
- bomb bags can be combined for greater capacity: right clicking will attempt to merge with any standard capacity bag in the inventory
- number of bombs in bag displayed on top of bag icon
- in Creative Mode, bombs can be taken even from an empty bomb bag
- with a bomb bag, bombs can now be picked up even when inventory is full
- bombs explode based on time only; no longer explode on impact
- thrown bombs now flash and hiss
- added bombs and bomb bags to villager trades and chest loot
- current and max skill level displayed on skill orb tooltip for learned skills
Bug fixes
- player now damaged correctly from handheld explosion
- extra hearts now load correctly after player death
- bomb hissing no longer plays repeatedly over itself
- handheld explosion didn't register properly with client, caused 'ghost' blocks until re-login
A legitimate heart piece from a random drop
Thanks for the suggestions. I will definitely think about what to do with orbs once you've maxed the skill, and may add a 'scroll' or something that can show you your current skill levels. Note that I did add in the ability to see your current level in the latest update, though it requires you have a spare skill orb. While being able to see your 'level' isn't very Zelda-like in my opinion, it's definitely something a lot of people would like, you're right (and that feature is included in Quest already, just not this mod).
Config for max bonus hearts and drop rates is definitely possible; great idea. I will add this in the next update.
The key bindings are already customizable, but not to the point where you can set a skill to double-tap or not.
We discussed cooldowns at length in our design meetings, and it is my strong opinion that they don't add anything to the game for the following two reasons:
1. They aren't lore-friendly; what reason is there that I have to wait for 5 seconds before I can use leaping blow again?
2. Their only purpose is to prevent 'spamming' of skills, but that is already achieved in the lore-friendly fashion of requiring food -> these skills are active, and when you do a lot of exercise, you're going to be very hungry! I feel like this mechanic is much more fun and also fits well into Minecraft.
Furthermore, the skills can only be spammed as fast as the animations can occur, which is basically as fast as your character can move. To me that makes a lot more sense. There are a few skills that require charging up (e.g. Spin Attack) as well, and a cooldown on top of that would be overkill.
Thanks again for the suggestions, though, and if you have more I will definitely consider them
I had ideas back then in September... Since Player Attributes are working, I can propose this without confusing anyone.
Energy. (asher should remember this, part of the HUD proposal)
Since eating food is time-wasting, we can have energy as a limiting factor. The base max amount of energy is 2000, and increased by 2% per AGI(multiplicative, player with 10 AGI would have 2438 max energy instead of 2400).
Being awake costs 1 energy per second(e/s). Every STR adds 0.05 e/s. Every INT adds 0.02 e/s
Running costs 0.1 e/meter. Sprinting costs 0.7 e/m. Sneaking costs 0.2 e/m. Jumping costs 0.7 e. Sprintjump costs 3 e.
Placing block costs 0.5 e. Destroying block(with anything) costs 1 e/s. Using any item costs 0.2 e.
Sleeping will restore 1 energy per tick(in bed). Gained when waking up. Sleep anytime, anywhere!(its not hard to get world time)
Eating food will replenish energy. Gaining experience and level will also replenish energy.
Attacking costs 1 e. Receiving damage costs 1.5 e. Getting poisoned costs 4 e/s per level.
Executing skills costs energy, and cost rises with level of skill. The costs are up to you, master coder. Doing more skills in short succession use more and more energy, but having combo reduces the cost a bit.
When your energy is below 200, you will get weak, and sometimes your vision will be distorted.
When your energy is zero, you are forced to sleep at your spot(blacking out). You may get attacked by mobs, which wakes you up. You need to find a safe spot(or build) before you black out, or maybe you can sleep anytime, anywhere. Sleeping on stone restore less than on wood, but still more than sleeping on dirt.
Now you must wait, or you will tire more quickly.
If you exercise, you will be hungry AND tired!
OcD Simple Add-On!
I'm not sure if you've tried the mod, but if you do you'll see that you don't have to constantly eat food; you can in fact use quite a few skills before you need to eat. Eating food is less time-wasting than your proposal for how to gain energy back, and without the added complexity. The hunger bar already represents 'energy', drains over time, with activities, etc., basically everything you propose your Energy system should do is done already by hunger in Minecraft.
Maybe I missed something, but I didn't see anything in your proposal that would force waiting, unless you mean getting knocked out when you run out of energy? Besides, wasn't your original point about saving time, not wasting more of it? EDIT: Oh I see - cost rises the closer together skills are used. That's not a bad idea, and could be implemented within the hunger system as well, since it is more tiring to do perform strenuous activities in quick succession. We'll have to see how it plays out in testing to get the balance right.
I didn't mention this, but there are a few skills that will force the player to wait a while before using any more skills - they represent such vast exertions of energy (like sprinting a full mile) that winds the character and requires them to take a break to catch their breath. Because we want to avoid this as much as possible, though, it's limited to just a few select skills that should require that much exertion.
Some skills we also plan to have limited to once per day, but only where it makes sense; for example, there is a 'First Aid' type skill that lets the player recover a few hearts upon reaching zero health, representing the character's ability to temporarily ignore pain in order to battle on rather than some sort of supernatural resurrection ability. Since a person's body can only take so much punishment and rest (i.e. sleep) is the best method of recovery from wounds and such, we feel that a once per day limit fits nicely with this premise.
Again, thanks for sharing your thoughts, and I look forward to hearing more of your thoughts on our proposals. Many of the reasons you cited for Energy are the same reasons that I pushed for using Hunger, as in essence the two systems are the same. I just happen to think that using an existing mechanic fits our purposes better, as well as having more of a Minecraft 'feel.' That being said, if you can put forth a powerful argument in favor of your system or against using hunger, then we may yet change
P.S. While this mod IS a preview for Quest, and we'll be looking for feedback on the combat system here (which includes hunger / energy mechanics, so I'm not saying this for your post specifically), discussion relating to any other aspects of Quest should be posted on Quest's thread, not only for the sake of clarity, but also to give Quest more hits! Cheers.
Excuse my second post; just wanted to add that we actually decided to have the cost decrease with skill level, representing the character getting more fit and better able to execute the moves, much like a trained fighter can swing many more times with less fatigue than an untrained fighter. This is contrary to the mechanics of many RPGs, but I think it makes much more sense than arbitrarily increasing costs to 'balance' the skills increased effect. The player will have a higher energy pool in most games anyway, so the cost doesn't seem to be that big of an issue (not to mention games in which the player can simply spam mana/energy potions, making the mana bar pointless).
Would work like this:
You buy a shield from a vllager or a travelling merchant and you have to put the shield in your 2 slot on the hotbar then when you use the block command(Rctrl) you will not block with the sword but with the shield and depending of the shield and the strenght of the attack the damage you receive will be less or nothing.
Good idea! I don't know of any plans to implement that specifically into Quest, but I will propose it in addition to working on it for this mod.
I agree - if we add shields, they will definitely have their own armor slot as well as an additional hotbar slot to accommodate them.
I will see what I can do about the double-tap for dodge; the reason we originally chose a single tap is to make it more responsive in combat, but I can see how some might prefer a double-tap assigned to 'a' and 'd'. Out of curiosity, have you tried switching entirely to the keyboard while locked on with the default keys? Personally I find it quite comfortable, but maybe I've just gotten used to it
As for assigning attack to LMB and being able to destroy blocks normally, I'm not sure about that at this time, but I will look into it.
Thanks for the feedback guys. Keep it coming!
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