It's already been done, I was suggesting my idea because in 1.9 (The Combat Update) Minecraft was finally going to use the quiver. And since BG2 is currently not ready for 1.8 (as far as I know), I suggested going the wind waker route with the arrow types to prepare for 1.9. (I.E. having "modes" for the bow)
I'm not really sure I followed how your upgrade system / a shared pool of arrows would make it any easier to select between them, unless you are suggesting that the bow itself has a 'mode' i.e. the current type of arrow it will search for, so basically like the BG2 quiver except you can always cycle between all the types of arrows the bow is capable of shooting?
That's actually not a bad idea... especially if the selected arrow type showed up on the inventory icon. Of course, I think the BG2 quiver system should take precedence, so if you have a selected arrow from the quiver and a 'mode' for the bow, the arrow from the quiver would be chosen first.
Alright, I'm on board with this one. Let me see what I can do, but first I have another update I want to get out there that fixes a ton of bugs in the 1.8 version, as well as adding some cool stuff ^-^
is there anyway to make a fairy pond? i can't find one, and i want to upgrade my hero bow.
If you are in Creative Mode, just grab a fairy spawner block and place it, then wait for fairies to come out (at night!).
If you are in Survival, sorry, you'll just have to keep looking.
Alright, I'm on board with this one. Let me see what I can do, but first I have another update I want to get out there that fixes a ton of bugs in the 1.8 version, as well as adding some cool stuff ^-^
Don't mind the warning about missing items - only spawn eggs are affected, and only because I changed their name. Nothing to worry about.
Added:
+ Mobs: Skulltula and Golden Skulltula
+ Item: Golden Skulltula Token with associated quest (very nice rewards for this one!)
+ Item: Zora Flippers
+ Added Guardian to list of lootable entities
Changed:
- Zora Helm and Zora Mask are now enchanted by default with Respiration III (granting better vision underwater)
- Armor with the Respiration enchantment reduces the speed at which the Zora Tunic takes damage (Zora helm gives extra bonus)
- Goron Helm and Goron Mask provide better vision while submerged in lava
- The Zora and Goron helms may no longer be crafted
- Any pair of Hero's Trousers can be dyed into any other type of Hero's Trousers (Kokiri <=> Goron <=> Zora)
- Octoroks sometimes drop rocks, which can be thrown, with optional crafting recipe
- Certain treasure items are now stackable (Knight's Crests, for one!)
Fixed Bugs:
- Arrows unable to break ceramic jars or cause bomb flowers to explode
- Secret stone and dungeon core blocks not reverting to regular blocks after secret room breached
- TileEntityDungeonCore's verifyStructure method not fulfilling contract set forth by IDungeonBlock
- Fixed some more incorrect translation strings when wearing masks
- Possible class cast exception in EntityMobThrowable
- Wizzrobes casting spells at players in Creative Mode
- Prevent certain interactions / dialogs if villager is a child
- Modded blocks missing name translation when picked up with Gauntlets
- Crash if a block with no item is picked up with Gauntlets
- Blocks picked up with Gauntlets possibly using incorrect damage value for ItemBlock
- Item NBT update graphical glitch in bombs and magic mirrors: requires Forge 11.14.3.1464 or higher
- Pick block returning a Light Barrier when clicking a Heavy Barrier
Updated ZSS Manual:
+ Added section detailing all lootable entities and their possible loot (i.e. items stolen with the whip)
Don't mind the warning about missing items - only spawn eggs are affected, and only because I changed their name. Nothing to worry about.
Added:
+ Mobs: Skulltula and Golden Skulltula
+ Item: Golden Skulltula Token with associated quest (very nice rewards for this one!)
+ Item: Zora Flippers
+ Added Guardian to list of lootable entities
Yep xD Though the file you gave me was 18x13 or some such funky business, so I had to resize it so Minecraft wouldn't freak out at me. It's quite nice to go swimming now that it's not so dang slow.
o-o Is all that stuff going to be added to 1.7.10 as well? I really hope so
Mmm, errr, umm, well, you see... No. Most of it will, but some of the cooler things will not, as they just aren't yet (easily) possible in 1.7.10.
One example is altering visibility in lava: Forge for 1.8 added several Fog-related events which made it trivial to alter visibility, which is why I was finally able to do so.
Another is the Skulltula - 1.8 spiders finally use the AI system so I was able to change some of the behavior without resorting to massively clunky workarounds. I could probably get them working in 1.7.10, but honestly, I just don't feel like putting in the time (because it would most assuredly take quite a bit of time, not just a simple copy/paste/change-a-few-lines operation).
I'd rather continue working on new features, if possible, and if they are easily ported back to 1.7.10 I will do so. I don't enjoy having to test and debug what I have already gotten working, and that's what happens when I have to change a lot (both when back-porting and updating, which is a major reason updating to new Minecraft versions is such a pain).
I'm not really sure I followed how your upgrade system / a shared pool of arrows would make it any easier to select between them, unless you are suggesting that the bow itself has a 'mode' i.e. the current type of arrow it will search for, so basically like the BG2 quiver except you can always cycle between all the types of arrows the bow is capable of shooting?
That's actually not a bad idea... especially if the selected arrow type showed up on the inventory icon. Of course, I think the BG2 quiver system should take precedence, so if you have a selected arrow from the quiver and a 'mode' for the bow, the arrow from the quiver would be chosen first.
Alright, I'm on board with this one. Let me see what I can do, but first I have another update I want to get out there that fixes a ton of bugs in the 1.8 version, as well as adding some cool stuff ^-^
If you are in Creative Mode, just grab a fairy spawner block and place it, then wait for fairies to come out (at night!).
If you are in Survival, sorry, you'll just have to keep looking.
In a way, you're on target! So the gist of it would be this:
1) ALL arrow types share a common supply of arrows like in the actual Zelda Games (Bomb arrows would also pull from the respective inventory of bombs along with the arrows)
2) The bow must be "blessed" by a sacred flame to be able to use the respective magic arrow (and if you want to go hard core, be at bow level 2 for Fire/ice arrow access and bow level 3 for light arrow access). Alternatively, you can craft a bow and a gem (refer to previous, big post) together at the cost of each gem needing a "pierced diamond" be thrown into a sacred flame to get the respective gem (hard core option can be applied here too). Each gem added to the bow gains a new "mode" of functionality.
3) Modes are indeed incorporated into the bow. The benefits of this include being able to shoot more arrows of various types since you can pull from a "quiver filled to the brim with normal arrows" while being able to switch between the type of arrow you want to shoot.
4) A default lvl. 1 Hero's Bow can use all non-magical arrows (normal arrows and the 3 types of bomb arrows)
Aside from that, if you want more clarity, you can watch this episode of a Wind Waker HD lp at the fire/ice islands segment to see this in action (courtesy of ZeldaMaster):
Otherwise, I'm excited for the future of this mod as a whole!
On a side note, would this also be viable for the bomb bags? (switching between normal, fire, and water bombs, but pull from only one bomb bag and needing an upgrade or two to do so. In tandem with the Bow 2.0, all bomb arrow types pull from one common bomb bag and arrow stash, i.e. a "quiver".)
In a way, you're on target! So the gist of it would be this:
1) ALL arrow types share a common supply of arrows like in the actual Zelda Games (Bomb arrows would also pull from the respective inventory of bombs along with the arrows)
2) The bow must be "blessed" by a sacred flame to be able to use the respective magic arrow (and if you want to go hard core, be at bow level 2 for Fire/ice arrow access and bow level 3 for light arrow access). Alternatively, you can craft a bow and a gem (refer to previous, big post) together at the cost of each gem needing a "pierced diamond" be thrown into a sacred flame to get the respective gem (hard core option can be applied here too). Each gem added to the bow gains a new "mode" of functionality.
3) Modes are indeed incorporated into the bow. The benefits of this include being able to shoot more arrows of various types since you can pull from a "quiver filled to the brim with normal arrows" while being able to switch between the type of arrow you want to shoot.
4) A default lvl. 1 Hero's Bow can use all non-magical arrows (normal arrows and the 3 types of bomb arrows)
On a side note, would this also be viable for the bomb bags? (switching between normal, fire, and water bombs, but pull from only one bomb bag and needing an upgrade or two to do so. In tandem with the Bow 2.0, all bomb arrow types pull from one common bomb bag and arrow stash, i.e. a "quiver".)
1. I don't like this idea for a few reasons:
- makes special arrows too common, because any regular arrow can then be shot as a special arrow;
- doesn't fit well with Minecraft-style 'lore', imo;
- I'd have to redo / remove everything related to special arrows: trades, dungeon loot, upgrades, etc.
Besides, I could swear there were some games that had actual physically different arrow types to be found / purchased, but it's been so long since I've played...
2. This could be an interesting option for upgrading, but for now I'm going to stick with the current system.
3. I've already got a working prototype for this - being able to easily select which arrow you want to shoot makes using the bow much nicer, and the way I have set up the system should make it trivial to add this same functionality to the Slingshot.
4. No, it wouldn't work for the bomb bags. Well it could, but then you'd have a real limit on the number of bombs you can carry (now you can carry as many bomb bags as you want, whereas with your system, you'd have a max per player limit on bombs) and it would also completely ruin the current system of upgrading bomb bags as well as render bomb bags obsolete as loot. If I left them as common as they are, after you find one the rest would be worthless, and if I made them more rare, well, bomb bags are pretty integral to being able to play this mod.
Another point is this: how often do you really find you need to switch back and forth between bomb types? When you do, you can already have 2 bomb bags in your hotbar slots and switch that way, so would adding such a system really make much of a difference? For the Hero's Bow and Slingshot it makes a lot of sense, but for bombs, I don't see much of a case for it.
Thanks for your input! If you disagree with any of my points, feel free to provide counter-arguments.
Check it out. It makes the bow 10x easier to use, since you don't have to fuss with the placement of arrows in your inventory - as long as you have them, you can quickly select which type to shoot, and it's still fully compatible with BG2 quivers. If you have a quiver equipped, whatever arrow is selected in the quiver will take precedence over the currently selected mode.
The available modes only cycle through ZSS and vanilla arrows, however, so if you want to shoot arrows from BG2 or other mods, you need to select 'default mode' - this uses the original inventory-searching algorithm to determine which arrow to fire.
The current mode displays an icon in one of the corners of the screen while the Hero's Bow (or other item with modes) is held, so you always know which mode you are in. Default mode does not display any icon, since it means you have not specified an arrow type to shoot.
After I add this same functionality to the Slingshot, you can expect a new 1.7.10 version. I've got some other things to do today, though, and then work, so it may be a few days yet before I release it.
Will we get a magic bar system for say fire and ice rods later on? Or other things like the spirit crystals to not always work all the time (until recharge).
Rollback Post to RevisionRollBack
No. The ring of fire is not a "steal" from DarkWolfInsanity. We work together at Nilux Roleplay and it's the main logo.
Will we get a magic bar system for say fire and ice rods later on? Or other things like the spirit crystals to not always work all the time (until recharge).
There was some discussion about that at some point, and it is on my list of possibilities. Currently, however, I don't have any plans to add a magic bar.
Question: What is the difference between skulltulas and spiders, because I've been testing and they act the same as spiders. They don't hang on walls or pounce on you when you're above them, is there something I'm missing?
Question: What is the difference between skulltulas and spiders, because I've been testing and they act the same as spiders. They don't hang on walls or pounce on you when you're above them, is there something I'm missing?
They do hang on walls, but it takes them a while to find their way up there and if you get close they drop down to attack, so if you're just spawning a bunch in while in Survival mode, you won't notice any difference.
They do hang on walls, but it takes them a while to find their way up there and if you get close they drop down to attack, so if you're just spawning a bunch in while in Survival mode, you won't notice any difference.
a href="https://github.com/coolAlias/ZeldaSwordSkills/commit/e97ed2c2f2c5f5c74a7e8a84f3e8126755ece4a8" target="">Check it out. It makes the bow 10x easier to use, since you don't have to fuss with the placement of arrows in your inventory - as long as you have them, you can quickly select which type to shoot, and it's still fully compatible with BG2 quivers. If you have a quiver equipped, whatever arrow is selected in the quiver will take precedence over the currently selected mode.
The available modes only cycle through ZSS and vanilla arrows, however, so if you want to shoot arrows from BG2 or other mods, you need to select 'default mode' - this uses the original inventory-searching algorithm to determine which arrow to fire.
The current mode displays an icon in one of the corners of the screen while the Hero's Bow (or other item with modes) is held, so you always know which mode you are in. Default mode does not display any icon, since it means you have not specified an arrow type to shoot.
After I add this same functionality to the Slingshot, you can expect a new 1.7.10 version. I've got some other things to do today, though, and then work, so it may be a few days yet before I release it.
0_0 wow...
'kay I've had a change of heart, this system sounds awesome. Even though memory serves that in past zelda games, you couldn't buy different types of arrow (plus I've checked the Zelda wiki, and there has been no way to buy different "type" of arrows, though you can "craft" bomb-arrows in Twilight Princess in the player inventory circle... thing and shoot a bomb with an arrow in the Ages/Seasons games to "make" a bomb-arrow.) I can go with this. The reason I was a stickler for the arrow inventory deal was to stay true to the games, and I agree: the way things are set now, it would take a MEGATON of time and effort to rework the arrows (in terms of shared inventory--though you can keep the separate arrows as a way to "short-cut" when applying the effects and such, plus make the separate magical-arrows rare loot that goes for high prices when selling-but you can't buy them, only sell them if found-).
Also I intended 1 & 2 to complement each other if that system of arrow storage was in place if that helps any one... And yeah now that I think about it more, that system for the bows/slingshot would be redundant with the bomb bags and the fire/water bombs that are currently in use. Although, if you had a "Giant Bomb Bag" you can put other bomb bags w/h different bomb types to save space in your inventory (because every one wants another stack of *insert valuable item here* in their inventory... right?) and switch between bomb types that way.
That's actually not a bad idea... especially if the selected arrow type showed up on the inventory icon. Of course, I think the BG2 quiver system should take precedence, so if you have a selected arrow from the quiver and a 'mode' for the bow, the arrow from the quiver would be chosen first.
Alright, I'm on board with this one. Let me see what I can do, but first I have another update I want to get out there that fixes a ton of bugs in the 1.8 version, as well as adding some cool stuff ^-^ If you are in Creative Mode, just grab a fairy spawner block and place it, then wait for fairies to come out (at night!). If you are in Survival, sorry, you'll just have to keep looking.
Ooooh, cool stuff
Yep, one of which contains some of your work
Update for 1.8 is here, v3.0.2
REQUIRES Forge 1.8-11.14.3.1464 or higher.
Don't mind the warning about missing items - only spawn eggs are affected, and only because I changed their name. Nothing to worry about.
Added:
+ Mobs: Skulltula and Golden Skulltula
+ Item: Golden Skulltula Token with associated quest (very nice rewards for this one!)
+ Item: Zora Flippers
+ Added Guardian to list of lootable entities
Changed:
- Zora Helm and Zora Mask are now enchanted by default with Respiration III (granting better vision underwater)
- Armor with the Respiration enchantment reduces the speed at which the Zora Tunic takes damage (Zora helm gives extra bonus)
- Goron Helm and Goron Mask provide better vision while submerged in lava
- The Zora and Goron helms may no longer be crafted
- Any pair of Hero's Trousers can be dyed into any other type of Hero's Trousers (Kokiri <=> Goron <=> Zora)
- Octoroks sometimes drop rocks, which can be thrown, with optional crafting recipe
- Certain treasure items are now stackable (Knight's Crests, for one!)
Fixed Bugs:
- Arrows unable to break ceramic jars or cause bomb flowers to explode
- Secret stone and dungeon core blocks not reverting to regular blocks after secret room breached
- TileEntityDungeonCore's verifyStructure method not fulfilling contract set forth by IDungeonBlock
- Fixed some more incorrect translation strings when wearing masks
- Possible class cast exception in EntityMobThrowable
- Wizzrobes casting spells at players in Creative Mode
- Prevent certain interactions / dialogs if villager is a child
- Modded blocks missing name translation when picked up with Gauntlets
- Crash if a block with no item is picked up with Gauntlets
- Blocks picked up with Gauntlets possibly using incorrect damage value for ItemBlock
- Item NBT update graphical glitch in bombs and magic mirrors: requires Forge 11.14.3.1464 or higher
- Pick block returning a Light Barrier when clicking a Heavy Barrier
Updated ZSS Manual:
+ Added section detailing all lootable entities and their possible loot (i.e. items stolen with the whip)
Yay, my flippers
o-o Is all that stuff going to be added to 1.7.10 as well? I really hope so
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
One example is altering visibility in lava: Forge for 1.8 added several Fog-related events which made it trivial to alter visibility, which is why I was finally able to do so.
Another is the Skulltula - 1.8 spiders finally use the AI system so I was able to change some of the behavior without resorting to massively clunky workarounds. I could probably get them working in 1.7.10, but honestly, I just don't feel like putting in the time (because it would most assuredly take quite a bit of time, not just a simple copy/paste/change-a-few-lines operation).
I'd rather continue working on new features, if possible, and if they are easily ported back to 1.7.10 I will do so. I don't enjoy having to test and debug what I have already gotten working, and that's what happens when I have to change a lot (both when back-porting and updating, which is a major reason updating to new Minecraft versions is such a pain).
can there be song of storms and then it would start raining?
In a way, you're on target! So the gist of it would be this:
1) ALL arrow types share a common supply of arrows like in the actual Zelda Games (Bomb arrows would also pull from the respective inventory of bombs along with the arrows)
2) The bow must be "blessed" by a sacred flame to be able to use the respective magic arrow (and if you want to go hard core, be at bow level 2 for Fire/ice arrow access and bow level 3 for light arrow access). Alternatively, you can craft a bow and a gem (refer to previous, big post) together at the cost of each gem needing a "pierced diamond" be thrown into a sacred flame to get the respective gem (hard core option can be applied here too). Each gem added to the bow gains a new "mode" of functionality.
3) Modes are indeed incorporated into the bow. The benefits of this include being able to shoot more arrows of various types since you can pull from a "quiver filled to the brim with normal arrows" while being able to switch between the type of arrow you want to shoot.
4) A default lvl. 1 Hero's Bow can use all non-magical arrows (normal arrows and the 3 types of bomb arrows)
Aside from that, if you want more clarity, you can watch this episode of a Wind Waker HD lp at the fire/ice islands segment to see this in action (courtesy of ZeldaMaster):
Otherwise, I'm excited for the future of this mod as a whole!
On a side note, would this also be viable for the bomb bags? (switching between normal, fire, and water bombs, but pull from only one bomb bag and needing an upgrade or two to do so. In tandem with the Bow 2.0, all bomb arrow types pull from one common bomb bag and arrow stash, i.e. a "quiver".)
I wish the 1.7.10 version mirrored the 1.8 one. too many big mods aren't updated to that level so I cant update this one and move on to 1.8.
1. I don't like this idea for a few reasons:
- makes special arrows too common, because any regular arrow can then be shot as a special arrow;
- doesn't fit well with Minecraft-style 'lore', imo;
- I'd have to redo / remove everything related to special arrows: trades, dungeon loot, upgrades, etc.
Besides, I could swear there were some games that had actual physically different arrow types to be found / purchased, but it's been so long since I've played...
2. This could be an interesting option for upgrading, but for now I'm going to stick with the current system.
3. I've already got a working prototype for this - being able to easily select which arrow you want to shoot makes using the bow much nicer, and the way I have set up the system should make it trivial to add this same functionality to the Slingshot.
4. No, it wouldn't work for the bomb bags. Well it could, but then you'd have a real limit on the number of bombs you can carry (now you can carry as many bomb bags as you want, whereas with your system, you'd have a max per player limit on bombs) and it would also completely ruin the current system of upgrading bomb bags as well as render bomb bags obsolete as loot. If I left them as common as they are, after you find one the rest would be worthless, and if I made them more rare, well, bomb bags are pretty integral to being able to play this mod.
Another point is this: how often do you really find you need to switch back and forth between bomb types? When you do, you can already have 2 bomb bags in your hotbar slots and switch that way, so would adding such a system really make much of a difference? For the Hero's Bow and Slingshot it makes a lot of sense, but for bombs, I don't see much of a case for it.
Thanks for your input! If you disagree with any of my points, feel free to provide counter-arguments.
Check it out. It makes the bow 10x easier to use, since you don't have to fuss with the placement of arrows in your inventory - as long as you have them, you can quickly select which type to shoot, and it's still fully compatible with BG2 quivers. If you have a quiver equipped, whatever arrow is selected in the quiver will take precedence over the currently selected mode.
The available modes only cycle through ZSS and vanilla arrows, however, so if you want to shoot arrows from BG2 or other mods, you need to select 'default mode' - this uses the original inventory-searching algorithm to determine which arrow to fire.
The current mode displays an icon in one of the corners of the screen while the Hero's Bow (or other item with modes) is held, so you always know which mode you are in. Default mode does not display any icon, since it means you have not specified an arrow type to shoot.
After I add this same functionality to the Slingshot, you can expect a new 1.7.10 version. I've got some other things to do today, though, and then work, so it may be a few days yet before I release it.
Will we get a magic bar system for say fire and ice rods later on? Or other things like the spirit crystals to not always work all the time (until recharge).
No. The ring of fire is not a "steal" from DarkWolfInsanity. We work together at Nilux Roleplay and it's the main logo.
Bruh... maybe you should play the Song of Storms then...
There was some discussion about that at some point, and it is on my list of possibilities. Currently, however, I don't have any plans to add a magic bar.
私は昔のページを見て、私は興味深い発見したと、物事はすべての人のために計画し、私は本当にあなたがすべての私のような最大の人の誰もが今まで会ったあるあなたのすべての男とのスレッドであることを楽しんれたかだったが...それが今あるものを....あなたのこのMODテイク形状をしたか、誰のためのみんなに感謝
Question: What is the difference between skulltulas and spiders, because I've been testing and they act the same as spiders. They don't hang on walls or pounce on you when you're above them, is there something I'm missing?
They do hang on walls, but it takes them a while to find their way up there and if you get close they drop down to attack, so if you're just spawning a bunch in while in Survival mode, you won't notice any difference.
Okay good because I was really confused
Also I intended 1 & 2 to complement each other if that system of arrow storage was in place if that helps any one... And yeah now that I think about it more, that system for the bows/slingshot would be redundant with the bomb bags and the fire/water bombs that are currently in use. Although, if you had a "Giant Bomb Bag" you can put other bomb bags w/h different bomb types to save space in your inventory (because every one wants another stack of *insert valuable item here* in their inventory... right?) and switch between bomb types that way.