Honestly, when i saw that, i only focused on then "quick draw sword" because it's the thing that might appeal to me when i misplace my sword. Devastating seemed rather irrelevant to drawing swords...
I made it and had a great time playing with it the attack are a crazy awesome!
Thanks, and glad you enjoyed it; however, I'm curious how you expected to parry / disarm a sheep...
Parry and Mortal Draw both can ONLY be used when you are being attacked, and Parry ONLY works on enemies that are using weapons (like Zombie Pigmen). You cannot parry against passive critters nor against enemies using natural attacks, such as spiders or even a regular zombie punch.
Dodge also ONLY works when you are being attacked - you will actually be able to evade damage based on your timing and skill; the left and right movement is just a visual cue to the player that the skill was indeed activated and has no other real effect on the outcome of the dodge.
Super Spin Attack is activated during a regular Spin Attack by rapidly clicking the attack key (usually left mouse button) while the spin is still in progress.
Armor Break is useful even in single player against mobs that spawn with armor, or if you are playing with other mods that add enemies with strong defense. It is extremely useful against other players, though, yes.
Dash is not meant to damage the sword, since you are not using the sword to attack, but rather ramming into the enemy like a shield bash kind of effect.
Thanks, and glad you enjoyed it; however, I'm curious how you expected to parry / disarm a sheep...
Parry and Mortal Draw both can ONLY be used when you are being attacked, and Parry ONLY works on enemies that are using weapons (like Zombie Pigmen). You cannot parry against passive critters nor against enemies using natural attacks, such as spiders or even a regular zombie punch.
Dodge also ONLY works when you are being attacked - you will actually be able to evade damage based on your timing and skill; the left and right movement is just a visual cue to the player that the skill was indeed activated and has no other real effect on the outcome of the dodge.
Super Spin Attack is activated during a regular Spin Attack by rapidly clicking the attack key (usually left mouse button) while the spin is still in progress.
Armor Break is useful even in single player against mobs that spawn with armor, or if you are playing with other mods that add enemies with strong defense. It is extremely useful against other players, though, yes.
Dash is not meant to damage the sword, since you are not using the sword to attack, but rather ramming into the enemy like a shield bash kind of effect.
ya i was just doing the most random things possible but i am glad to know all this ill be sure to tell the viewers to look at this
The timing is difficult, but it's meant to be since the attack is so damaging and it's supposed to be a "highly skilled" technique xD It gets easier both with practice and as the skill level increases. Since it is a sword-drawing technique, it's meant only as the initial attack, though it's fun to keep trying to use it over and over again, it's mostly for providing that initial edge in a fight, if you didn't outright kill the enemy with the first strike
Mine and blade has a gui tab thing players can access from their inventory, is there anyway you can do the same with dynamic sword skills, to keep track of the levels instead of having to have a skill orb at all times?
Mine and blade has a gui tab thing players can access from their inventory, is there anyway you can do the same with dynamic sword skills, to keep track of the levels instead of having to have a skill orb at all times?
Yes, I plan on adding a GUI eventually, just haven't gotten around to it yet due to other projects.
- To counter attack hold block with your sword to "charge".
- When an enemy attacks you in your "charged" state you receive less damage (super-armor!) [but, you can only armor through one attack.]
- If timed correctly you can inflict double damage to your foe after being hit in your "charged" state.
- High exhaustion rate to avoid it being abused.
- To counter attack hold block with your sword to "charge".
- When an enemy attacks you in your "charged" state you receive less damage (super-armor!) [but, you can only armor through one attack.]
- If timed correctly you can inflict double damage to your foe after being hit in your "charged" state.
- High exhaustion rate to avoid it being abused.
That sounds like Counter from super smash bros brawl. .-.
Sorry, but I'm not a very big fan of that idea. I do love some Super Smash Bro's, but Mortal Draw is based off of a real sword technique that was practiced by samurai, and I find that to be way cooler than the synthetic "charge up / shield" stuff used by many of today's games.
Speaking of, i know you have parry and stuff, but one i wanted to see, if possible, was sword break (only works on iron or lesser swords)
A skill to damage / destroy the opponent's weapon? Interesting idea. What if their weapon was unbreakable though? That may not be an issue in vanilla Minecraft, but I know I've added quite a few swords that cannot be damaged in my Zelda mod, which would render this skill pretty ineffective in those cases... still, it's an interesting thought.
If you try to sword break an unbreakable sword, your sword gets broken instead, or a severe loss of durability. You could even add in a config list for unbreakable swords if you wanted to.
Is this mod copmatible with the Cyan Warriors Sword's mod?
(IDK if that's the real name)
Probably, yes, but I can't know for sure without trying it for myself (which I'm certainly not going to do for every single mod out there) or having users report back any incompatible mods that they find. Try it and find out.
I use a mod that adds a wide variety of weapons. Broadswords, greatswords, waraxes, battle axes, lances, spears, halberds, maces, etc. Mostly, I was wondering about the possibility to have the skills you created tied to a weapon as opposed to the orbs. So a person holding a longsword would get the basis sword technique and ability to combo, someone with a greatsword or battleaxe would get the spin attack, someone with a dagger could use the mortal blow attack... I assume you get the idea.
Ah, I see. I'm not quite sure off the top of my head how to make that into a workable API, but let me think about it for a while and get back to you. Yeah, sure!
Just wondered if you had an progress on this question, seems like a great idea. Oooh 1800 posts
Just wondered if you had an progress on this question, seems like a great idea. Oooh 1800 posts
TG
The biggest obstacle is that the whole system is designed as player skills, not item abilities; getting the two to play together is not so simple if you still want to maintain the same activation methods (e.g. hold block and attack), and although it probably wouldn't be so difficult to just set them up as onItemRightClick abilities, I don't really like that solution.
In short, I'm thinking about it, but don't hold your breath
Gotcha. Thanks for looking into it. Maybe a shift+right click feature instead of right click alone? That would avoid conflicts with the normal weapon features too.
Thanks, and glad you enjoyed it; however, I'm curious how you expected to parry / disarm a sheep...
Parry and Mortal Draw both can ONLY be used when you are being attacked, and Parry ONLY works on enemies that are using weapons (like Zombie Pigmen). You cannot parry against passive critters nor against enemies using natural attacks, such as spiders or even a regular zombie punch.
Dodge also ONLY works when you are being attacked - you will actually be able to evade damage based on your timing and skill; the left and right movement is just a visual cue to the player that the skill was indeed activated and has no other real effect on the outcome of the dodge.
Super Spin Attack is activated during a regular Spin Attack by rapidly clicking the attack key (usually left mouse button) while the spin is still in progress.
Armor Break is useful even in single player against mobs that spawn with armor, or if you are playing with other mods that add enemies with strong defense. It is extremely useful against other players, though, yes.
Dash is not meant to damage the sword, since you are not using the sword to attack, but rather ramming into the enemy like a shield bash kind of effect.
Thanks
The timing is difficult, but it's meant to be since the attack is so damaging and it's supposed to be a "highly skilled" technique xD It gets easier both with practice and as the skill level increases. Since it is a sword-drawing technique, it's meant only as the initial attack, though it's fun to keep trying to use it over and over again, it's mostly for providing that initial edge in a fight, if you didn't outright kill the enemy with the first strike
(Does exactly double damage, btw)
If you have an extra skill orb, you can see your current level in the tooltip display; otherwise, no, there is not currently any kind of GUI.
Mine and blade has a gui tab thing players can access from their inventory, is there anyway you can do the same with dynamic sword skills, to keep track of the levels instead of having to have a skill orb at all times?
Yes, I plan on adding a GUI eventually, just haven't gotten around to it yet due to other projects.
- To counter attack hold block with your sword to "charge".
- When an enemy attacks you in your "charged" state you receive less damage (super-armor!) [but, you can only armor through one attack.]
- If timed correctly you can inflict double damage to your foe after being hit in your "charged" state.
- High exhaustion rate to avoid it being abused.
That sounds like Counter from super smash bros brawl. .-.
Sorry, but I'm not a very big fan of that idea. I do love some Super Smash Bro's, but Mortal Draw is based off of a real sword technique that was practiced by samurai, and I find that to be way cooler than the synthetic "charge up / shield" stuff used by many of today's games.
A skill to damage / destroy the opponent's weapon? Interesting idea. What if their weapon was unbreakable though? That may not be an issue in vanilla Minecraft, but I know I've added quite a few swords that cannot be damaged in my Zelda mod, which would render this skill pretty ineffective in those cases... still, it's an interesting thought.
Probably, yes, but I can't know for sure without trying it for myself (which I'm certainly not going to do for every single mod out there) or having users report back any incompatible mods that they find. Try it and find out.
Just wondered if you had an progress on this question, seems like a great idea. Oooh 1800 posts
TG
War doesn't decide who is right, just who is left...
The biggest obstacle is that the whole system is designed as player skills, not item abilities; getting the two to play together is not so simple if you still want to maintain the same activation methods (e.g. hold block and attack), and although it probably wouldn't be so difficult to just set them up as onItemRightClick abilities, I don't really like that solution.
In short, I'm thinking about it, but don't hold your breath
Not holding my breath!
just crossing my fingers really hard