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 .
Added a config option for double-tap! This allows you to use 'a' and 'd' to dodge in addition to using 'left' and 'right' (or whatever you assign those keys to) to dodge. I may play around with a single-tap version of 'a' and 'd' to dodge as well xD
As for LMB and breaking blocks, I will see what I can do about using LMB for attack options, but I will not be adding in anything for block-breaking. I feel it's a very unusual circumstance when you'd be locked on to a target and at the same time trying to break a block... do you encounter that often? Once I update the targeting system to cancel if any blocks are between you and the target, it should be impossible to target a block while the sword skills are active.
EDIT: Single tap is now also possible with 'a' and 'd'
I've been working on allowing a 'vanilla mode' for skill activation: 'a' and 'd' dodge, LMB attacks, hold LMB to Armor Break, press LMB while blocking to Dash Attack, press LMB while jumping to do Leaping Blow.
Intercepting the mouse event is much trickier than using key bindings, so there are still some bugs in this system and some of the special moves don't yet have 'vanilla' triggers (e.g. Spin Attack). The key bindings will still work as normal even if 'vanilla mode' is enabled, and this mode is off by default.
Also, you can now defuse ticking bombs with the bomb back by left clicking on them before they explode. They will turn into a normal dropped item if you succeed, which you can then pick up as normal.
First of all, thanks for the fast updates
Maybe make it so that you can only attack when a target is locked, and when
you dont have a target it uses the normal LMB.
Btw. Mappings only on keyboard? Never tried that. How do you look around?
Joypad would be my second solution.
The special skills are only activated when locked on to a target, regardless of what 'mode' you are in. And when you are locked on, you don't need to look around - your view will automatically follow the target wherever it goes
If you're not locked on, LMB works normally in all respects.
Here some more suggestions:
-I realised that the Dash move sometimes launches the enemys (very)far in the air, which some may consider op.
Maybe make it that it stuns the enemy for a few moments you dash to.
Dash is currently somewhat bugged, you are right. Hopefully I will have a chance to fix that before the next update.
-Also the Leaping blow does a lot of damage to all enemys in a line, which I think should be nerved a bit.
For example less damage to later hitted enemys.Or less but wider range.
It does do quite a bit of damage when added together, and at max level you can kill most passive mobs in one hit with it so yes, it is pretty OP at the moment. I'm not really sure what kind of mobs we're planning to have yet either, but I hear they're going to be tough! I'll tone down the damage for the Zelda version by making it decrease with distance
Thanks for the suggestions and feedback - this is great!
Yes, Matmos don't work with 1.6.4 it's the reason .
But ok, this zelda mod is good.. I'll wait some month (years) for test that on 1.7+ version.
Have a good day .
Ah, yes, that's a shame the mod author hasn't yet updated. Once Forge/MCP become more stable for 1.7, I plan to make the switch, but I'll keep the old versions up just in case someone is in your same sort of scenario. I'll take a look at making a 1.6.2 version at some point here as well - it shouldn't be too hard
EDIT: Hm, well unfortunately MCP / Forge no longer allow installation of 1.6.2 from their servers, so unless I can get all the files from somewhere (not just the install scripts, which is what is linked on the Forge files section), then I'm afraid I can't make a 1.6.2 port
New release! 0.2.2 Control Options and Configuration! Big news is that there is now a completely vanilla mode, using nothing more than the default movement keys and mouse to activate all sword skills! There are also lots of other configuration options; check the change log for full details.
To use vanilla control mode, follow these steps:
1. Download the mod
2. Place it in your '.minecraft/mods/' folder
3. Start Minecraft with the mod loaded.
4. Quit.
5. Open your '.minecraft/' folder again and open the '/config/' folder
6. Open up 'zeldaswordscrolls' with any text editor and set "Allow vanilla controls" to true
7. Profit.
I personally also like to enable 'double-tap' when using the vanilla controls - I find it feels more natural, but the choice is up to you ;D
While vanilla controls are active, note that you can still use the arrow keys, RCtrl, and other mod keys in the normal fashion, if you so choose. Let me know how it feels and what else needs to be changed!
Change Log (also found on main post):
beta 0.2.2: Control Options and Configuration
- ticking bombs can be defused by left-clicking on them with a bomb bag
- nerfed Leaping Blow: now adds only 1/2 heart per level, damage decreases with range
New Config Options [values in parentheses are: (min, max, default)]
+ Max bonus 1/2 hearts allowed (10, 80, 40)
+ Individual drop chances for each skill orb / heart piece (0.001F, 0.01F, 0.001F)
+ Chance for mob with specific orb drop to drop a random orb instead (0F, 1F, 0.1F)
+ Chance for random mobs to drop an orb of some kind (0F, 1F, 0.01F)
+ Chest loot weights: bombs (1, 100, 10), bomb bag (1, 10, 1), heart piece (1, 10, 1)
+ Use double- or single-tap to dodge / parry; default is false (i.e. don't use double-tap, so -> single-tap)
+ Allow 'vanilla' mode for additional control options:
- Armor Break: hold LMB
- Slam: press LMB while holding RMB
- Leaping Blow: press LMB while jumping
- Parry: press back ('s'), can be configured to require double-tap (in vanilla mode only)
- Dodge: press left or right movement key ('a' or 'd'), can be configured to require double-tap
- Spin Attack: hold BOTH left AND right movement key (this limits the spin to one direction only when using this control mode); note that you must first to start moving in one direction, then press the other key to initiate charging and continue to hold both until the attack triggers
Bug fixes
- bomb bag inventory count decrementing while in creative mode and getting a bomb
P.S. Sorry I didn't get to fixing the Dash skill yet - that will be in the next version!
Happy New Year's everyone! UltimateSpartan was kind enough to make an awesome banner! If you would like to show your support for both this mod and Quest, feel free to use the link in your signature ;D
In other news, secrets are well on their way to being completed (as in working well, but not perfect) for the next update. Each one will contain lots of goodies, so you'll want to be on the lookout for these just as you would in any Zelda game!
I've got a lot of new features on the way for version 0.3.0!
Added:
+ Secret treasure rooms now generate throughout the land! Only a true Zelda fan will find a way in!
+ Each room contains a chest containing loot from a custom loot table
+ A single block; unbreakable except for explosions, looks exactly like stone but you'll hear when you hit it
+ Bombs now have a 3D model! Thanks to Hoopawolf for the model.
+ Thrown bombs have a 'pulse' effect in addition to the flashing
+ Creepers now occasionally drop bombs
New Config Options:
+ Block id for new block (default 4080)
+ Chance (as a percent) for creepers to drop bombs
+ Max number of secret room attempts per chunk (max 10, for performance reasons)
+ Chance (as a percent) for each iteration to generate a secret room
+ Chance (as a percent) that a heart piece will always appear in secret room chests
Fixed Bugs:
- Dropped bombs timer was not reset; would blow up very quickly when picked up
Thanks so much to HoopAWolf for making the bomb model! You guys should all check out his work - lots of great stuff.
I've got a lot of new features on the way for version 0.3.0!
Added:
+ Secret treasure rooms now generate throughout the land! Only a true Zelda fan will find a way in!
+ Each room contains a chest containing loot from a custom loot table
+ A single block; unbreakable except for explosions, looks exactly like stone but you'll hear when you hit it
+ Bombs now have a 3D model! Thanks to Hoopawolf for the model.
+ Thrown bombs have a 'pulse' effect in addition to the flashing
+ Creepers now occasionally drop bombs
New Config Options:
+ Block id for new block (default 4080)
+ Chance (as a percent) for creepers to drop bombs
+ Max number of secret room attempts per chunk (max 10, for performance reasons)
+ Chance (as a percent) for each iteration to generate a secret room
+ Chance (as a percent) that a heart piece will always appear in secret room chests
Fixed Bugs:
- Dropped bombs timer was not reset; would blow up very quickly when picked up
Thanks so much to HoopAWolf for making the bomb model! You guys should all check out his work - lots of great stuff.
I think in just some new releases the mod will be ready to have it own adventure map.
I think in just some new releases the mod will be ready to have it own adventure map.
The random secret rooms will generate in any new chunks that load in your world after you install the mod. At the maximum config settings, you shouldn't have too much trouble finding them, though I tried to make it blend in with the environment. A max of ten will generate per chunk, but that's a LOT of treasure rooms xD
It's not limited to a specific build or map. You can play it in vanilla Minecraft or alongside other mods, in single or multi player. Though it would be lots of fun to play on an adventure map, too, and it would be very cool if someone were to design a map specifically that was similar to some Zelda game.
This mod is Server compatible correct? Because I get this crash:
---- Minecraft Crash Report ----
// My bad.
Time: 1/1/14 9:39 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: packetSent
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.NoSuchFieldError: packetSent
at zeldaswordskills.skills.sword.SwordBasic.<init>(SwordBasic.java:103)
at zeldaswordskills.skills.SkillBase.<clinit>(SkillBase.java:64)
at zeldaswordskills.lib.Config.init(Config.java:54)
at zeldaswordskills.ZSSMain.preInit(ZSSMain.java:62)
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.GeneratedMethodAccessor1.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)
... 5 more
This mod is Server compatible correct? Because I get this crash:
Thank you for pointing that out! As a result, I've pushed forward the next release version sooner than expected in order to include a hotfix for the server crashes.
I only had a chance to test it while on a server using the main sword skill so far, so please let me know if you encounter any other crashes and I will do my best to fix them promptly.
Please keep in mind that this is a beta release, so there are likely to be more issues of this nature, though I've done my best to minimize them as much as I can.
Posting your crash reports like the above poster did is an excellent way to help me help you have a bug-free experience. Cheers!
Newest version: beta 0.3.0: Server Hotfix and Dungeons!
Added:
+ Secret treasure rooms now generate throughout the land! Only a true Zelda fan will find a way in!
+ Each room contains a chest containing loot from a custom loot table
+ A single block; unbreakable except for explosions, looks exactly like stone but you'll hear when you hit it
+ Bombs now have a 3D model! Thanks to Hoopawolf for the model.
+ Thrown bombs have a 'pulse' effect in addition to the flashing
+ Creepers now occasionally drop bombs
+ Sound when parry misses completely
+ Smelt gold swords back into gold ingots (can be turned off in config)
New Config Options:
+ Block id for new block (default 4080)
+ Chance (as a percent) for creepers to drop bombs
+ Max number of secret room attempts per chunk (max 10, for performance reasons)
+ Chance (as a percent) for each iteration to generate a secret room
+ Chance (as a percent) that a heart piece will always appear in secret room chests
Changed:
- Spin Attack requires less time to charge
- Slightly decreased parry time window
- Secret room loot now uses config weight settings with configurable multiplier
Fixed Bugs:
- Server crashing on startup; various other crashes on server
- Dropped bombs timer was not reset; would blow up very quickly when picked up
- "Can't use Parry" message was showing up for Parry even when successfully activated
Hey, coolAlias, is there a limit for the bonus health? Can I set it to 100?
I am going to be immortal. 218 HP!! (20 vanilla + 80 nohero + 100 zss + 18 borderlands shield)
Rollback Post to RevisionRollBack
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!
Hey, coolAlias, is there a limit for the bonus health? Can I set it to 100?
I am going to be immortal. 218 HP!! (20 vanilla + 80 nohero + 100 zss + 18 borderlands shield)
Lol, yes, there is a limit. You can set it yourself in the config file; default is 40 half-hearts and it's hard-capped at 80 regardless of config. I'm pretty sure there is a hard-capped limit to how far your health can go in Minecraft anyway, though I'm not sure what it is. I've had more than 5 full health bars before, I know that at least
Hmm... flying around underground with SPC's noclip feature shows that the treasure rooms added in the latest update seem to generate an awful lot, especially when treasures of emeralds, heart pieces, and/or potions of Healing II are common, with less common contents of diamonds and golden apples. Granted, they would be uncommon to just happen across while mining, and you seemed to do a good job of making sure they're not exposed to caves, but perhaps the spawn rate could be toned down a little. I mean...
Most, if not all, of those rectangular sections are the treasure rooms. (The chests don't show up from too far away.)
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Curse PremiumConfig options are ready to go for the next update; see the ChangeLog in the OP for details.
Lol. You, sir, are correct. I just find using my middle finger is more natural (as in to press 'x'... hehe) xD
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Curse PremiumAdded a config option for double-tap! This allows you to use 'a' and 'd' to dodge in addition to using 'left' and 'right' (or whatever you assign those keys to) to dodge. I may play around with a single-tap version of 'a' and 'd' to dodge as well xD
As for LMB and breaking blocks, I will see what I can do about using LMB for attack options, but I will not be adding in anything for block-breaking. I feel it's a very unusual circumstance when you'd be locked on to a target and at the same time trying to break a block... do you encounter that often? Once I update the targeting system to cancel if any blocks are between you and the target, it should be impossible to target a block while the sword skills are active.
EDIT: Single tap is now also possible with 'a' and 'd'
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Curse PremiumI've been working on allowing a 'vanilla mode' for skill activation: 'a' and 'd' dodge, LMB attacks, hold LMB to Armor Break, press LMB while blocking to Dash Attack, press LMB while jumping to do Leaping Blow.
Intercepting the mouse event is much trickier than using key bindings, so there are still some bugs in this system and some of the special moves don't yet have 'vanilla' triggers (e.g. Spin Attack). The key bindings will still work as normal even if 'vanilla mode' is enabled, and this mode is off by default.
Also, you can now defuse ticking bombs with the bomb back by left clicking on them before they explode. They will turn into a normal dropped item if you succeed, which you can then pick up as normal.
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Curse PremiumThe special skills are only activated when locked on to a target, regardless of what 'mode' you are in. And when you are locked on, you don't need to look around - your view will automatically follow the target wherever it goes
If you're not locked on, LMB works normally in all respects.
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Curse PremiumDash is currently somewhat bugged, you are right. Hopefully I will have a chance to fix that before the next update.
It does do quite a bit of damage when added together, and at max level you can kill most passive mobs in one hit with it so yes, it is pretty OP at the moment. I'm not really sure what kind of mobs we're planning to have yet either, but I hear they're going to be tough! I'll tone down the damage for the Zelda version by making it decrease with distance
Thanks for the suggestions and feedback - this is great!
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Curse PremiumYeah, sorry
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Curse PremiumAh, yes, that's a shame the mod author hasn't yet updated. Once Forge/MCP become more stable for 1.7, I plan to make the switch, but I'll keep the old versions up just in case someone is in your same sort of scenario. I'll take a look at making a 1.6.2 version at some point here as well - it shouldn't be too hard
EDIT: Hm, well unfortunately MCP / Forge no longer allow installation of 1.6.2 from their servers, so unless I can get all the files from somewhere (not just the install scripts, which is what is linked on the Forge files section), then I'm afraid I can't make a 1.6.2 port
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Curse PremiumTo use vanilla control mode, follow these steps:
1. Download the mod
2. Place it in your '.minecraft/mods/' folder
3. Start Minecraft with the mod loaded.
4. Quit.
5. Open your '.minecraft/' folder again and open the '/config/' folder
6. Open up 'zeldaswordscrolls' with any text editor and set "Allow vanilla controls" to true
7. Profit.
I personally also like to enable 'double-tap' when using the vanilla controls - I find it feels more natural, but the choice is up to you ;D
While vanilla controls are active, note that you can still use the arrow keys, RCtrl, and other mod keys in the normal fashion, if you so choose. Let me know how it feels and what else needs to be changed!
Change Log (also found on main post):
beta 0.2.2: Control Options and Configuration
- ticking bombs can be defused by left-clicking on them with a bomb bag
- nerfed Leaping Blow: now adds only 1/2 heart per level, damage decreases with range
New Config Options [values in parentheses are: (min, max, default)]
+ Max bonus 1/2 hearts allowed (10, 80, 40)
+ Individual drop chances for each skill orb / heart piece (0.001F, 0.01F, 0.001F)
+ Chance for mob with specific orb drop to drop a random orb instead (0F, 1F, 0.1F)
+ Chance for random mobs to drop an orb of some kind (0F, 1F, 0.01F)
+ Chest loot weights: bombs (1, 100, 10), bomb bag (1, 10, 1), heart piece (1, 10, 1)
+ Use double- or single-tap to dodge / parry; default is false (i.e. don't use double-tap, so -> single-tap)
+ Allow 'vanilla' mode for additional control options:
- Armor Break: hold LMB
- Slam: press LMB while holding RMB
- Leaping Blow: press LMB while jumping
- Parry: press back ('s'), can be configured to require double-tap (in vanilla mode only)
- Dodge: press left or right movement key ('a' or 'd'), can be configured to require double-tap
- Spin Attack: hold BOTH left AND right movement key (this limits the spin to one direction only when using this control mode); note that you must first to start moving in one direction, then press the other key to initiate charging and continue to hold both until the attack triggers
Bug fixes
- bomb bag inventory count decrementing while in creative mode and getting a bomb
P.S. Sorry I didn't get to fixing the Dash skill yet - that will be in the next version!
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Curse PremiumIn other news, secrets are well on their way to being completed (as in working well, but not perfect) for the next update. Each one will contain lots of goodies, so you'll want to be on the lookout for these just as you would in any Zelda game!
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Curse PremiumAdded:
+ Secret treasure rooms now generate throughout the land! Only a true Zelda fan will find a way in!
+ Each room contains a chest containing loot from a custom loot table
+ A single block; unbreakable except for explosions, looks exactly like stone but you'll hear when you hit it
+ Bombs now have a 3D model! Thanks to Hoopawolf for the model.
+ Thrown bombs have a 'pulse' effect in addition to the flashing
+ Creepers now occasionally drop bombs
New Config Options:
+ Block id for new block (default 4080)
+ Chance (as a percent) for creepers to drop bombs
+ Max number of secret room attempts per chunk (max 10, for performance reasons)
+ Chance (as a percent) for each iteration to generate a secret room
+ Chance (as a percent) that a heart piece will always appear in secret room chests
Fixed Bugs:
- Dropped bombs timer was not reset; would blow up very quickly when picked up
Thanks so much to HoopAWolf for making the bomb model! You guys should all check out his work - lots of great stuff.
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Curse PremiumThe random secret rooms will generate in any new chunks that load in your world after you install the mod. At the maximum config settings, you shouldn't have too much trouble finding them, though I tried to make it blend in with the environment. A max of ten will generate per chunk, but that's a LOT of treasure rooms xD
It's not limited to a specific build or map. You can play it in vanilla Minecraft or alongside other mods, in single or multi player. Though it would be lots of fun to play on an adventure map, too, and it would be very cool if someone were to design a map specifically that was similar to some Zelda game.
// My bad.
Time: 1/1/14 9:39 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: packetSent
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.NoSuchFieldError: packetSent
at zeldaswordskills.skills.sword.SwordBasic.<init>(SwordBasic.java:103)
at zeldaswordskills.skills.SkillBase.<clinit>(SkillBase.java:64)
at zeldaswordskills.lib.Config.init(Config.java:54)
at zeldaswordskills.ZSSMain.preInit(ZSSMain.java:62)
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.GeneratedMethodAccessor1.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)
... 5 more
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Curse PremiumThank you for pointing that out! As a result, I've pushed forward the next release version sooner than expected in order to include a hotfix for the server crashes.
I only had a chance to test it while on a server using the main sword skill so far, so please let me know if you encounter any other crashes and I will do my best to fix them promptly.
Please keep in mind that this is a beta release, so there are likely to be more issues of this nature, though I've done my best to minimize them as much as I can.
Posting your crash reports like the above poster did is an excellent way to help me help you have a bug-free experience. Cheers!
Newest version: beta 0.3.0: Server Hotfix and Dungeons!
Added:
+ Secret treasure rooms now generate throughout the land! Only a true Zelda fan will find a way in!
+ Each room contains a chest containing loot from a custom loot table
+ A single block; unbreakable except for explosions, looks exactly like stone but you'll hear when you hit it
+ Bombs now have a 3D model! Thanks to Hoopawolf for the model.
+ Thrown bombs have a 'pulse' effect in addition to the flashing
+ Creepers now occasionally drop bombs
+ Sound when parry misses completely
+ Smelt gold swords back into gold ingots (can be turned off in config)
New Config Options:
+ Block id for new block (default 4080)
+ Chance (as a percent) for creepers to drop bombs
+ Max number of secret room attempts per chunk (max 10, for performance reasons)
+ Chance (as a percent) for each iteration to generate a secret room
+ Chance (as a percent) that a heart piece will always appear in secret room chests
Changed:
- Spin Attack requires less time to charge
- Slightly decreased parry time window
- Secret room loot now uses config weight settings with configurable multiplier
Fixed Bugs:
- Server crashing on startup; various other crashes on server
- Dropped bombs timer was not reset; would blow up very quickly when picked up
- "Can't use Parry" message was showing up for Parry even when successfully activated
I am going to be immortal. 218 HP!! (20 vanilla + 80 nohero + 100 zss + 18 borderlands shield)
OcD Simple Add-On!
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Curse PremiumLol, yes, there is a limit. You can set it yourself in the config file; default is 40 half-hearts and it's hard-capped at 80 regardless of config. I'm pretty sure there is a hard-capped limit to how far your health can go in Minecraft anyway, though I'm not sure what it is. I've had more than 5 full health bars before, I know that at least
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Curse PremiumThanks! I'd love to hear your thoughts on it after you've played it - especially any suggestions for improvement! xD
I don't know, it's up to you.
also you should check out Link Removed