Huhm. Maybe when he's finished with the Better Fowl mod. Actually, he said he "stripped it of it's plucking code" if iI read the post correctly... I'm not sure why he would need to, to implement his mod. Maybe he has good reason, though.
Anyway, right now I'm working on a Skeleton mod that should be interesting / more difficult to play against! I have a working version, but it's very basic... and very dangerous xD I would post it, but I don't recommend anyone using it, as-is... I'm hoping to continue making the code more detailed, and making it more fun / safer, but I might make a "lite" version for you guys to play with until later.
Skeleton Armory needs testing, to see how well things work out! It shouldn't be -glitchy- as of now, but it needs a lot of balancing and more detailed code down the road. If you DO find bugs, please post them! Also, please check out the front page for lots of details, safety warnings, and needed files!
I was going to wait to release this until later, but it'll be several days before I can start working on it again. I'll be back to check up on stuff, but probably no updates for a few days at least!
I suggest moving the prefix selection code to the constructor and creating a new arrow instance using reflection, like this: (code removed)
I haven't tried this code yet though. Also the probability code looks wonky even if it's functional.
This is what I had finished long before I talked to you earlier! :3 I haven't changed a single line, but.. I was hoping for some responses, since I won't be working on it for a few days. Still, thanks for the example! I think I understand a bit better what you were telling me earlier <3 I really appreciate it! Looking forward to working on it again soon.
I didn't expect you to go and do all this! Haha... not that I'm complaining :happy.gif:; This is... simply... amazing! I really need to learn how to do these sorts of things :\ I'm really such a novice when it comes to programming...
That aside, I love the things you've implemented here, especially the properties file! I was worried about having to make a couple builds in the long run, for people who didn't want, say, mob-spawning or exploding arrows shot at them. Also, from what I can tell (haven't had time to really test it yet >.<; ) you can add any of your new arrows as they come out, only by editing the properties file? o.o That's really cool, actually... I suppose that was part of the code you were trying to help me with earlier.
I should definitely study this quite a bit... I need to learn the things you've done with Mod Loader anyhow, as I'm sure it'll prove -very- useful for lots of other ideas.
I MIGHT have some time to play with this tonight :biggrin.gif: When I get another break later, I'll move the awesomely-written blurb to my front page so people can see it. I feel a little bad about it, though. I may have PMed you with the idea to begin with, but it seems like you're doing all the work now, haha. Not much of a collab, I'd say! I'm honored, however, that you spent the time working on it.
I've been procrastinating with things I should be doing :tongue.gif: Been too concerned about the updates today.
I need to retry things again with the newest version, but... While it works fine with your normal Arrows Mod, the game crashed when I manually added "TreeArrow=10" to the properties file, with a "Did you not install it?" error. I deleted that line from the file, then entered the game again... and shot off a few tree arrows to see if they worked alright. Not sure why it didn't register with the PrefixSkeletons mod, though. I'll see if this still happens with your newest releases.
Your English is just fine! o.o Really. I never would've known it's not your native language, had you not told me... It's MY native language, and you seem to use it better than I do, probably xD And a lot of other Americans I know, as well :tongue.gif: I don't see any errors in the blurb... unless you'd feel embarrassed somehow, I'll leave it as is. I kinda like the feel of it, anyhow. A lot less "wordy" than stuff I tend to write...
Also, it seems kinda odd... Did Notch's update change some of the environmental variables, or something? It seems twice now, to fix things, I've had to change something from... "this.a.A", or similar, to "this.a.z" ... looks like a variable was unneeded or moved? Too bad so many mods were broken for that.
Thanks, 303! I don't get the properties file error anymore!
Man, I need to make a small, enclosed map with Skeleton spawner jail cells so I can test these guys out a bit more easily xD It's hard to find Skeletons when you -need- them...
I think it's interesting that you can get the Skeleton's new arrows for yourself, in case you don't often craft them on your own. The most hilarious spawn I've had, so far, is a mob-spawning Skeleton that managed to proc a Giant..! Underground! Still, the Giant managed to step on me... X_x instant kill, I tell you. Too bad he didn't have enough time to suffocate first ._.
I've been discussing the idea of Warp Arrows with 303 today. I've coded a decent sketch so far, and they seem to -kinda- work.
At first, shooting an obsidian-tipped arrow teleported you to where the arrow lands. This is good! Except... while testing, it kept sticking me inside walls/blocks. This is bad! I think I've worked out a few kinks, though!
Rather than trying to nitpick every situation, I've basically boiled it down to this It will warp you, provided there is open space, vertically, at least three voxels tall.
[>>-i>] This will work!!
[>>-i>] This WON'T!!
If the arrows land in a cramped space, you'll be able to pick it back up as a normal arrow (although it loses it's warp function!). If the arrow hits a mob, it's injured, AND you warp next to it! Be very careful when using these against aggressive mobs.. ;3
I've adjusted the warp by Z+2 for body height, and X+0.5 / Y+0.5 for centering the player in the voxel they're warped to. Additional adjustments are needed if the blocks are placed certain ways, but... It works a lot better than it did earlier today!
I really need you guys to test this for me, please :3 I'll put some information and a download on the front page in a few minutes! I'm sure this is going to be really glitchy, still, so please back up your saves first!
CRAFTING For now, these arrows will require an Obsidian block tip! You'll get 4 arrows per set of materials. I, personally, have created a mod that introduces Obsidian Dust to use for arrow tips, optionally... but it's a bit messy to worry about that right now. Most people probably won't want/need Obsidian Dust, as it's not used for anything else (yet??).
ALSO, if you like the Prefix Skeleton mod, I've already seen a few Skeletons warping around me earlier today (even when the warp arrow wasn't working so great >.<) ... man, it can be interesting to fight these guys. It's a lot harder to run away from than you think, AND they can still hurt you!
Yes they do! Sorry, I think my front page just says 1.2.1. But others have tested TreeDrops & EXchange, and said they were working. Feather Plucking is updated... and Prefix Skeletons / Warp Arrows were finished after the update!
I'm assuming people are enjoying playing around with this? :tongue.gif: I was sticking around to help with any sort of problems or errors that might pop up, but... hopefully this is a sign that the new arrow works just fine?
Anyway, I need to hop off of here for a while! Enjoy warping, guys :biggrin.gif:
I've tried installing my release version (slightly different from the Warp Arrow I use!), and it worked fine. Obsidian, Stick, Feather. 4 Arrows.
I've tried installing tanzanite's Custom Recipe Mod v1.3.2 (noted as current version), and installed -only- the "Worker.class" and "mod_recipes.class" files (I did NOT install the eh.class file, as from what I understand, it would overwrite Mod Loader's eh.class, rendering it less useful!). Same test, Obsidian, Stick, Feather. 4 Arrows.
I suggest trying a fresh install of 303's latest versions of his Mod Loader (v1.3) and Arrows Mod (v1.8) files! Then, adding tanzanite's "Worker.class" and "mod_recipes.class" (and ignoring eh.class as I did). I'm unsure what changes may need to be done for Custom Recipe Mod to allow it to work with Mod Loader, as I don't really use it myself (JUST found out there was a new version!), but this set up worked fine for me!
Please try this, and let me know if you have any further problems! I'll be glad to help if I can!