The Skills GUI is here! Now you, too, will know exactly how each skill works - never guess again
Change Log
1.7.2 Change Log
See the 1.6.4 change log for a full list of all additions, changes, and bug fixes.
Changed:
- Secret rooms under water now use cobblestone texture instead of sandstone to better blend with gravel
1.6.4 & 1.7.2 Change Log
Added:
+ Skill GUI: View detailed information about your skills at any time by pressing the View Skills key (default: p)
+ API: IExplodable - flags a block as explodable even when bombs are otherwise non-griefing
Changed:
- Detailed skill orb tooltips only show up when using advanced tooltips (F3 + H)
- Ending Blow leaves you vulnerable for twice as long if you miss entirely
- Nerfed Dash damage by one heart
- Nerfed Sword Beam damage, now does a percentage of base sword damage
- Nerfed Sword Beam master sword version: targets after the first take increasingly reduced damage
- Reduced Sword Beam exhaustion back to original level (2.0 - 0.1 per level)
- Rising Cut no longer launches the opponent into the air if the opponent is blocking
- Dodge time bonus progresses 4% per level instead of starting at 12%
- Dodge time bonus can become a penalty with poor timing at low level
- Light Arrow's one-hit-kill damage scales with charge, requiring full charge to kill in one hit
- Gorons are immune to all types of fire
Fixed Bugs:
- Crash during world creation: null pointer exception from block not found
- Crash in main menu when pressing some mod keys
- Spin and Super Spin Attack tooltip displays showed conflicting information
- Sword Break could not be used while dual wielding a shield with Battlegear2
- Targeting system could 'see' invisible opponents
- Weapons taking double durability damage while locked on
- Boss mobs despawning if player leaves dungeon or dies
- Boss dungeon gaps filled with stone regardless of dungeon type
- Bomb non-griefing config setting was unable to destroy dungeon blocks (e.g. dungeon core, dungeon stone, etc.)
- Light Arrows unable to strike Endermen
- Calendar related features (fairy respawn, claim check, sacred flame) were all completely broken
- Calendar related features using real world dates instead of in-game days
- Claim check was not getting a date set when received as part of the trade sequence
The Skills GUI is here! Now you, too, will know exactly how each skill works - never guess again
Change Log
1.7.2 Change Log
See the 1.6.4 change log for a full list of all additions, changes, and bug fixes.
Changed:
- Secret rooms under water now use cobblestone texture instead of sandstone to better blend with gravel
1.6.4 & 1.7.2 Change Log
Added:
+ Skill GUI: View detailed information about your skills at any time by pressing the View Skills key (default: p)
+ API: IExplodable - flags a block as explodable even when bombs are otherwise non-griefing
Changed:
- Detailed skill orb tooltips only show up when using advanced tooltips (F3 + H)
- Ending Blow leaves you vulnerable for twice as long if you miss entirely
- Nerfed Dash damage by one heart
- Nerfed Sword Beam damage, now does a percentage of base sword damage
- Nerfed Sword Beam master sword version: targets after the first take increasingly reduced damage
- Reduced Sword Beam exhaustion back to original level (2.0 - 0.1 per level)
- Rising Cut no longer launches the opponent into the air if the opponent is blocking
- Dodge time bonus progresses 4% per level instead of starting at 12%
- Dodge time bonus can become a penalty with poor timing at low level
- Light Arrow's one-hit-kill damage scales with charge, requiring full charge to kill in one hit
- Gorons are immune to all types of fire
Fixed Bugs:
- Crash during world creation: null pointer exception from block not found
- Crash in main menu when pressing some mod keys
- Spin and Super Spin Attack tooltip displays showed conflicting information
- Sword Break could not be used while dual wielding a shield with Battlegear2
- Targeting system could 'see' invisible opponents
- Weapons taking double durability damage while locked on
- Boss mobs despawning if player leaves dungeon or dies
- Boss dungeon gaps filled with stone regardless of dungeon type
- Bomb non-griefing config setting was unable to destroy dungeon blocks (e.g. dungeon core, dungeon stone, etc.)
- Light Arrows unable to strike Endermen
- Calendar related features (fairy respawn, claim check, sacred flame) were all completely broken
- Calendar related features using real world dates instead of in-game days
- Claim check was not getting a date set when received as part of the trade sequence
So cool! Nice how i don't have to cheat in orbs just to see what they do now.
Although with OP infernal mobs with disarming and wither, i'm considering just cheating in all the skill orbs... :l
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I think I found out why my hero bow is firing the wrong thing in 1.7.2. Forge sometimes changes the IDs of items. I just loaded an electric hoe of growth into my bow.
[22:43:36] [Server thread/TRACE] [FML/zeldaswordskills]: Registry add: zeldaswordskills:zss.arrow_bomb 5184 net.minecraft.item.Item@77b5694a
[22:43:39] [Server thread/DEBUG] [FML/]: Found item id mismatch Electro-MagicTools:Electric Hoe of Growth : 4863 (was 5184)
[22:43:40] [Server thread/DEBUG] [FML/]: Found item id mismatch zeldaswordskills:zss.arrow_bomb : 5184 (was 4996)
[22:43:40] [Server thread/TRACE] [FML/]: Registry add: zeldaswordskills:zss.arrow_bomb 4996 net.minecraft.item.Item@77b5694a
[22:43:40] [Server thread/TRACE] [FML/]: Registry: Electro-MagicTools:Electric Hoe of Growth 5184 electricMagicTools.tombenpotter.electricmagictools.common.items.tools.ItemElectricHoeGrowth@79dd955
Somehow it's losing the connection between the items: Instead of the bow firing 4996, it's firing 5184. And since this is on 1.7.2, I don't seem to be able to set those IDs personally. Any ideas?
I think I found out why my hero bow is firing the wrong thing in 1.7.2. Forge sometimes changes the IDs of items. I just loaded an electric hoe of growth into my bow.
[22:43:36] [Server thread/TRACE] [FML/zeldaswordskills]: Registry add: zeldaswordskills:zss.arrow_bomb 5184 net.minecraft.item.Item@77b5694a
[22:43:39] [Server thread/DEBUG] [FML/]: Found item id mismatch Electro-MagicTools:Electric Hoe of Growth : 4863 (was 5184)
[22:43:40] [Server thread/DEBUG] [FML/]: Found item id mismatch zeldaswordskills:zss.arrow_bomb : 5184 (was 4996)
[22:43:40] [Server thread/TRACE] [FML/]: Registry add: zeldaswordskills:zss.arrow_bomb 4996 net.minecraft.item.Item@77b5694a
[22:43:40] [Server thread/TRACE] [FML/]: Registry: Electro-MagicTools:Electric Hoe of Growth 5184 electricMagicTools.tombenpotter.electricmagictools.common.items.tools.ItemElectricHoeGrowth@79dd955
Somehow it's losing the connection between the items: Instead of the bow firing 4996, it's firing 5184. And since this is on 1.7.2, I don't seem to be able to set those IDs personally. Any ideas?
That's why it is recommended to only add mods when starting a new world, and generally not to update them (at least without backing up your save first and checking that none of the items or blocks get broken). With 1.7+, Minecraft is a lot like Skyrim - if you update or remove mods after starting your game, there is a pretty good chance something will break. The only sure fix that I know of is to either start a new world entirely, or remove the offending mods, save without them, then re-add them and keep playing (a 'clean' save, as it's known in TES circles). I realize that's a pretty crappy 'solution', but currently that seems to be the best available.
Too many clay jars spawned in the twilight Forest.....
Please see the section "Configuring the Mod" - there are several settings that will help you reduce the number of jars that spawn, though not currently any to disable/enable jars in specific dimensions... now there's an idea for the next version
Hey, so far I'm loving this mod. I'm making an adventure map with this mod, so I have a suggestion. For the bomb, can you make it not explode every block in-game? I know there's a block where you can use every block and make it (non-breakable) but that's too much work. Can you also make iron doors open with a regular small key.
Thanks.
That IS unfortunate... I'll give removing and re adding a shot. On another note, hookshot seems to be working now! Mind if I ask what changed?
You know, I just realized that removing and re-adding probably won't work in 1.7, because the items and id mappings are saved per world... a new game might be the only way to fix it... >.< Re: the hookshot - it works pretty well in single player, but once you get on a server it tends to glitch occasionally. Still working on that.
Found a bug
This shows up on all the sword skills.
Derp. Thanks - I'll fix that soon.
EDIT: Fixed. I just patched the current files, meaning the version is the same, but the tooltips display correctly now if you re-download it. Sorry about that!
Hey, so far I'm loving this mod. I'm making an adventure map with this mod, so I have a suggestion. For the bomb, can you make it not explode every block in-game? I know there's a block where you can use every block and make it (non-breakable) but that's too much work. Can you also make iron doors open with a regular small key.
Thanks.
Please read the "Configuring the Mod" section for how to make bombs only blow up specific blocks. I haven't had time to make a new door for small keys, and I probably won't have to since 1.8 already seems to be adding lockable containers at least, and probably doors, too.
Will Goron sound effects be here soon? They sound exactly like villagers currently... :l
What i'm hoping will happen is people make custom dungeons based on the biomes, and then chip them into the mod, if people could do that, we could have dungeons generating in the world. (hint hint, builders, chip into the mod please? :P)Bunny Hood + Pegasus Boots + speed potion = Really really fast, although, without armor on those two slots, that's quite a bit lower armor rating, so i guess it's still balanced. :l
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Yeah ok, but really only the twilight forest is the problem, I have install CaveWorld and there was no problem there...so for now I will live it....not really a big deal...just wanted to bring it to your attention thats all...
Bunny Hood + Pegasus Boots + speed potion = Really really fast, although, without armor on those two slots, that's quite a bit lower armor rating, so i guess it's still balanced. :l
I could limit the bonus to only one at a time (from items), but I think they should be cumulative. Yes, it's fast, but you have to give up a lot of armor points to do so, and you have to find them first. If you took the time to earn them the hard way, you deserve to go fast
The Meaning of Life, the Universe, and Everything.
Join Date:
12/5/2010
Posts:
932
Minecraft:
Darkmega18
Member Details
Yo, Alias, good release and all. The Fairies are working with Hardcore questing mode now so thats great. BUT something else came to my attention. While playing in singleplayer on a flatlands testing world I'm creating mob properties and reloading them using the command "/mpreload" from fathertoasts mob properties mod to reload my changes and test mobs on the fly but until I changed the keybinding EVERY time I hit P while typing mpreload the chat window would automatically close.
I found out this happens in all the menus including the keybind menu. Every time I hit P or after I changed it, ANY button that I binded to open skill GUI it would immediately escape out of said menu back to game and then a second press would go to the skills menu. so it seems you've made a little derp there. I moved the skill key all the way over to the numpad's period button for now so it's not in the way, but if you could figure out why that happens and maybe patch it that'd be great.
edit: ALSO I'll mention that if you have items that increase your jump height, such as dartcrafts armor enchanted with wing, any armor enchanted with ascent boost from thaumcraft or some other implements and you try to use the leaping strike skill it glitches out. because you don't hit the ground fast enough for it to do it's thing and then the sword becomes stuck unable to attack and unable to block indefinitely basically shutting you down from doing anything until you go out of the world and back in...
ALSO (x2), just a matter of preference but for the swords could you make a config option that stops the slash timing thing from stopping you from attacking? It's understandable on maybe large tools like hammers but on swords the slash timer is sorta more trouble that it's worth and it just makes combat feel a bit more lethargic being unable to slash things up quickly... of course have it on by default, but for people who would definitely prefer to flail to do their own slash timing like myself it'd be good to be able to have it off cause it's kind of a massive put off to using the master sword etc right now, no matter how strong it is... >_>
Change Log
1.7.2 Change Log
See the 1.6.4 change log for a full list of all additions, changes, and bug fixes.
Changed:
- Secret rooms under water now use cobblestone texture instead of sandstone to better blend with gravel
1.6.4 & 1.7.2 Change Log
Added:
+ Skill GUI: View detailed information about your skills at any time by pressing the View Skills key (default: p)
+ API: IExplodable - flags a block as explodable even when bombs are otherwise non-griefing
Changed:
- Detailed skill orb tooltips only show up when using advanced tooltips (F3 + H)
- Ending Blow leaves you vulnerable for twice as long if you miss entirely
- Nerfed Dash damage by one heart
- Nerfed Sword Beam damage, now does a percentage of base sword damage
- Nerfed Sword Beam master sword version: targets after the first take increasingly reduced damage
- Reduced Sword Beam exhaustion back to original level (2.0 - 0.1 per level)
- Rising Cut no longer launches the opponent into the air if the opponent is blocking
- Dodge time bonus progresses 4% per level instead of starting at 12%
- Dodge time bonus can become a penalty with poor timing at low level
- Light Arrow's one-hit-kill damage scales with charge, requiring full charge to kill in one hit
- Gorons are immune to all types of fire
Fixed Bugs:
- Crash during world creation: null pointer exception from block not found
- Crash in main menu when pressing some mod keys
- Spin and Super Spin Attack tooltip displays showed conflicting information
- Sword Break could not be used while dual wielding a shield with Battlegear2
- Targeting system could 'see' invisible opponents
- Weapons taking double durability damage while locked on
- Boss mobs despawning if player leaves dungeon or dies
- Boss dungeon gaps filled with stone regardless of dungeon type
- Bomb non-griefing config setting was unable to destroy dungeon blocks (e.g. dungeon core, dungeon stone, etc.)
- Light Arrows unable to strike Endermen
- Calendar related features (fairy respawn, claim check, sacred flame) were all completely broken
- Calendar related features using real world dates instead of in-game days
- Claim check was not getting a date set when received as part of the trade sequence
So cool! Nice how i don't have to cheat in orbs just to see what they do now.
Although with OP infernal mobs with disarming and wither, i'm considering just cheating in all the skill orbs... :l
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
[22:43:39] [Server thread/DEBUG] [FML/]: Found item id mismatch Electro-MagicTools:Electric Hoe of Growth : 4863 (was 5184)
[22:43:40] [Server thread/DEBUG] [FML/]: Found item id mismatch zeldaswordskills:zss.arrow_bomb : 5184 (was 4996)
[22:43:40] [Server thread/TRACE] [FML/]: Registry add: zeldaswordskills:zss.arrow_bomb 4996 net.minecraft.item.Item@77b5694a
[22:43:40] [Server thread/TRACE] [FML/]: Registry: Electro-MagicTools:Electric Hoe of Growth 5184 electricMagicTools.tombenpotter.electricmagictools.common.items.tools.ItemElectricHoeGrowth@79dd955
Somehow it's losing the connection between the items: Instead of the bow firing 4996, it's firing 5184. And since this is on 1.7.2, I don't seem to be able to set those IDs personally. Any ideas?
That's why it is recommended to only add mods when starting a new world, and generally not to update them (at least without backing up your save first and checking that none of the items or blocks get broken). With 1.7+, Minecraft is a lot like Skyrim - if you update or remove mods after starting your game, there is a pretty good chance something will break. The only sure fix that I know of is to either start a new world entirely, or remove the offending mods, save without them, then re-add them and keep playing (a 'clean' save, as it's known in TES circles). I realize that's a pretty crappy 'solution', but currently that seems to be the best available.
Please see the section "Configuring the Mod" - there are several settings that will help you reduce the number of jars that spawn, though not currently any to disable/enable jars in specific dimensions... now there's an idea for the next version
Basic sword skill i always wanted Bow Skills
This shows up on all the sword skills.
Thanks.
You know, I just realized that removing and re-adding probably won't work in 1.7, because the items and id mappings are saved per world... a new game might be the only way to fix it... >.< Re: the hookshot - it works pretty well in single player, but once you get on a server it tends to glitch occasionally. Still working on that.
Derp. Thanks - I'll fix that soon.
EDIT: Fixed. I just patched the current files, meaning the version is the same, but the tooltips display correctly now if you re-download it. Sorry about that!
Please read the "Configuring the Mod" section for how to make bombs only blow up specific blocks. I haven't had time to make a new door for small keys, and I probably won't have to since 1.8 already seems to be adding lockable containers at least, and probably doors, too.
What i'm hoping will happen is people make custom dungeons based on the biomes, and then chip them into the mod, if people could do that, we could have dungeons generating in the world. (hint hint, builders, chip into the mod please? :P)Bunny Hood + Pegasus Boots + speed potion = Really really fast, although, without armor on those two slots, that's quite a bit lower armor rating, so i guess it's still balanced. :l
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
cmon u gatta admit it is pretty cool
Now, that said, these other names would make cool desktop background inspirations
I'm about to RTFM and start playing this for the first time... can't wait!
I will look into it. Sorry you haven't found any yet :\
1.6.4 version is now fixed.
Not quite 'exactly' I don't really have plans on changing the sounds at this time, as I'm pretty busy in real life, sorry.
I could limit the bonus to only one at a time (from items), but I think they should be cumulative. Yes, it's fast, but you have to give up a lot of armor points to do so, and you have to find them first. If you took the time to earn them the hard way, you deserve to go fast
I'm not aware of any bow skills in the Zelda games...
Now there's a good man! ++rep to you xD
I found out this happens in all the menus including the keybind menu. Every time I hit P or after I changed it, ANY button that I binded to open skill GUI it would immediately escape out of said menu back to game and then a second press would go to the skills menu. so it seems you've made a little derp there. I moved the skill key all the way over to the numpad's period button for now so it's not in the way, but if you could figure out why that happens and maybe patch it that'd be great.
edit: ALSO I'll mention that if you have items that increase your jump height, such as dartcrafts armor enchanted with wing, any armor enchanted with ascent boost from thaumcraft or some other implements and you try to use the leaping strike skill it glitches out. because you don't hit the ground fast enough for it to do it's thing and then the sword becomes stuck unable to attack and unable to block indefinitely basically shutting you down from doing anything until you go out of the world and back in...
ALSO (x2), just a matter of preference but for the swords could you make a config option that stops the slash timing thing from stopping you from attacking? It's understandable on maybe large tools like hammers but on swords the slash timer is sorta more trouble that it's worth and it just makes combat feel a bit more lethargic being unable to slash things up quickly... of course have it on by default, but for people who would definitely prefer to flail to do their own slash timing like myself it'd be good to be able to have it off cause it's kind of a massive put off to using the master sword etc right now, no matter how strong it is... >_>
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.