So I'm probably retarded, but How do I cure my vampirism :/
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"Here in my shrine
That you have forgotten
Here do you toil
That you might remember
By night you reclaim
What by day was stolen
Far from yourselves
I grow ever near to you
Your eyes once were blinded
Now through me do you see
Your hands once were idle
Now through them do I speak
And when the world shall listen
And when the world shall see
And when the world remembers
That world shall cease to be."
My two cents: make it possible(at a high Hunter level of course) to tell EXACTLY what a potion will do. Optionally you could also add a way to duplicate existing potions(perhaps by using one potion as the extra ingredient to make two more with the same effects?) As well as maybe boost the debuff% reduction from the skills that say "less bad effects".
Being able to duplicate potions would more or less make the whole system unnecessary I guess, but seeing what exactly it is doing could help.
Absolutely great mod! Just onethings I'd like to be added: Vampire cloaks/capes. Every Dracula-ish vampire should have a cloak, right? If we could get those (with perhaps a few vampire-bonuses) that'd be absolutely great!
Some images of the kind of cloak I mean, if you need some ideas:
EDIT: Perhaps have them in all 16 dye colours, and have them change your bat-mode look too? Have every colour change the inside of your wings. A red cloak gives you red wings, a blue one blue wings, etc.
I found out what was wrong, it was just on my end (keyboard and a certain program was acting up)
on a side note: is the latest version's blood vision supposed to be really dark, I played the first and previous versions of vampirism and the fog was usually grey which made seeing the darker outlines of neutral/enemy mobs much easier, now it's hard to distinguish them because the fog and outlines have almost the same color.
Unfortunately the new vision does not work perfectly on all systems (sometimes not at all), however, I don't really know how to fix it, but I also don't want to revert to the old system because it had it's flaws too.
The outlines should be visible quite well (as I type this I am not 100% sure if that also applies for non blood mobs, but I gues blood vision is not designed for that anyway ).
I have a suggestion that I think would be pretty nifty! What if there were female vampire hunters and vampires? All the skins for them appear male, but making some appear female would be super cool! They could have the same abilities as the others, but just a different skin.
Yeah, that would be cool, only issue is my lack of artistic skill to create such skins myself
I don't know anything about making mods, but might it be possible to include both and xp leveling system and the current "ritual" system, and making it configurable to switch "modes"? or maybe just add the xp system and leave in the rituals as an alternate way to level up, or make it so the rituals can give you extra abilities that players can't get from the normal system...like maybe instead of vampires having a sunscreen or resistance to sun, they would have to do a ritual to reduce sun damage...I don't really know what the options are, but I'm not asking you to completely redo everything, it would just be nice to have some choices instead of just being forced to play the mod the way the author likes it
...instead of just being forced to play the mod the way the author likes it
Why would someone ever make a mod that they don't like? This isn't maxanier's job - he doesn't get paid for it. He does it for fun/he likes it.
It amazes me how much some people actually demand of mod authors. I have no clue how to make mods and I am so impressed at this one (and others), and I am happy to give feedback and ideas, but I'd never even imagine making demands of mod authors.
the vampire is fun when it is tweaked to be op. >w< love the customization options for this mod.
though i will say: how cool would it be to get a demon-esque form that is purely combat focused? like the vampire lord, or castlevanias draculas many 2nd and third stages?
like, here's my idea.
the vampire lord state can no longer bite. well, it can, but it drains less blood at close range. instead, the bite button becomes a blood draining projectile move at longer ranges. it doesnt turn, but heals a substantial amount of blood for you. and, also levels up its own skill tree.
it can fly on its own. no need to transform into a bat. and, it gains a claw swipe attack that is very powerful so long as you are unarmed. as for skills, it could get things suited to pure combat. about the only skills from the bat and human form that would be here are the cloud of bats, the teleport, and the dark blood projectile... all of which are buffed with different properties. (cloud of bats will now seek out the nearest creature and damage them on contact, teleport has a longer range, and dark blood projectile is faster) you do gain new powers too. like the ability to choke the life out of your opponents and draw them towards you via telekinesis, or summon a friendly (buffed) zombie to fight for you, or serve as a distraction.
there is a drawback. while you are indeed more powerful in this state, you are that much less human and that much more vulnerable to holy items. you are also much larger a target. both to hit and a bit of a hinderence in enclosed areas.
also. i'd like the option to upgrade yourself into a dracula-esque vampire. you know... with the ability to become mist and also a wolf... in addition to the bat and bat-demon forms.
mist form could allow you to pass through doors, as well as make you intangible to physical attacks. however, you are not invincible. holy water will force you out of mist form. there are also special doors with holy symbols on them that you can't pass through without taking some damage. you can then be upgraded to a poison mist form which inflicts poison on anyone nearby... but it also increases the damage you take from holy water.
wolf form isn't a werewolf. it is instead a wolf youd see in minecraft. in this form, you are much, much more agile. you run faster and jump much higher (hold shift for the high jump) your unarmed attacks, while weaker than the vampire lord, are still strong. and have much less cooldown. the downside? you are now a glass cannon. you can dish out damage, but you cant take it.
becoming a dracula-esque vampire... that might be a bit tricky. youd have to first become a vessal for the dark lord of bats. you do this at max level for a normal vampire. once there, you then need to go find a special altar, and sacrifice some of your own blood for it. in exchange, you become draculas vessel. your level cap increases. and each level gained afterwards increases your power, but also makes you lose more and more humanity, increasing how much your weaknesses already hurt. you also gain a new ability: "shield of vlad." this makes you immune to the typical weaknesses for a brief time. except sun. as lord dracula, you can force the sun to set by casting a new skill : "eternal night." the night will be summoned, but the cooldown will be slow.
If you want, i could have a go at making some skins.
If you want of course, i don't want to be that person who bursts in saying i could do better. especially being a lurker on this mod thread.
I was thinking of maybe giving it a go myself. I think it would be cool to help increase the diversity, if the author would like. I don't see why both of us couldn't pitch in, unless the author says otherwise.
1. Blood conversion between the two. This may be handled by Evilcraft via the config normally, but if you have your own ideas for conversion rate it could help.
2. Vampires should be able to drink from pools of liquid blood and be able to sip from blood containers both in the inventory and in-world.
3. A bite from Rejuvenated Flesh should still be possible as a Vampire and refill some of the Vampire's Blood Meter. Just a little something more lively to sink your fangs into. This is a high-tier item so it should certainly help any accomplished Vampire.
4. Condensed Blood should be a nice snack. Not as re-useable as Rejuvenated Flesh, but it could do in a pinch. Blood-related items (like the varieties of bottled blood) from Vampirism could likewise be sacrificed in various blood-based machines for a quick supply boost.
5. Invigorating Pendant could temporarily negate sun problems for a continuous cost in Evilcraft blood.
6. While wielding a Veined Sword a Vampire should get twice the normal amount of blood for biting a target.
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If regular is Vanilla then what flavor is your Minecraft?
how do i decrees the spawn rate of the hunter camps they spawn way too much
In the config file for Minecraft, click on the one for vampirism, then inside that folder, click the one titled "balance" and open the file labled general.cfg...at the bottom there's a section to change the density of Hunter camps and vampire forests
Really happy to see a mod that has Vampirism in 1.12, I'm really enjoying it! Though I do think Hunters spawn way to much and Vampires should be a lot rarer and much stronger.
Edit: Also, since they're undead, maybe at certain levels undead mobs don't attack, like level 5 and Zombies ignore you, level 10 and skeletons ignore you, and at level 14 the Wither ignores you (until you attack it of course).
I also thought it would make sense if they shared the undead reaction to potion affects (Poison has no effect, healing harms, harm heals, and regeneration could either do nothing, or affect them like poison normally would.)
Ummm something is bothering me about this mod, the master vampires are a high level vampires that you can become but without the look. I know it looks like a vampire lord from Skyrim but I know you have the technology to change the skins of players but please add that one small detail either way it's your choise.
So I tried to create a config file: "vampirism_blood_values.txt" with "iceandfire:multiplier=0" to disable the bite effects. I also tried "exoticbirds:phoenix=0".
But it had no effect at all. Is it possible to disable bites on boss mobs or selected mobs? I appreciate some help, thanks!
I think I figured something out. If I remove the "iceandfire:firedragon" value from "dynamic-blood-values.txt" in the world savefile, it will respect the "iceandfire:multiplier=0" in "vampirism_blood_values.txt" and follow it instead.
But what I can see, all mobs that already are spawned keeps it's old blood value anyway without the change to 0. It just does not show it with the mod waila anymore. Newly spawned mobs respect the value and can't be bitten for blood damage due to it being 0 as in the instructions and only takes standard damage.