Nice to see that progress is still being made on this project. (I've long since abandoned my own mod attempts XD) I've got a question for you, is there any way to get information about the mod without using one of the testing versions firsthand? I'm mostly asking because I'm lazy, and am looking to get more info before going to the effort of relearning how to install minecraft mods. Your youtube video had some useful information about what is capable through this mod at present, but I'm wondering what else is possible with future versions. Namely, aside from passive limitations on crafting, fighting and block breaking, what else will be possible with the skills, perks, classes, and levels?
I have few suggestions based on what I would most like to see in this mod.
(Specifically taking advantage of the various potion effects available)
Constant effect potion buffs.
Having a skill level grants a certain strength of potion effect as a passive/constant effect. Higher levels correspond to higher potion effects, either per level, or in stages every few levels of a skill.
For example: Athletics gives a constant speed boost with speed potion effect. higher levels give a higher effect strength.
Toggle passive potion commands.
Same idea as above, but the effect can be toggled on or off with a command.
For example: using the "/athletics" command will toggle the above example's passive running buff on or off, just in case you don't need it at a given time.
Command based temporary potion buffs.
Have a temporary potion effect on the player whenever they use a command. Maybe have a cooldown until the command can be used again.
For example: using the "/acrobatics" command will give you a temporary jump boost via potion effects. It has a cooldown that is reduced as the level increases, and the effect intensity/durration increase accordingly.
Special/Critical attack potion effects.
Passive chance for a player to cause a potion effect on a creature or player when they attack it.
For example: Poisoner skill gives you a chance to inflict a poison potion effect on a target when striking it. chance to take effect, effect strength, and effect durration increase with skill increase.
Toggle critical effect command
Same as above, but the effect can be toggled on or off.
For example: Assassin skill has the "/Critical" command, when active you have a chance to inflict the harm potion effect on a target when striking them, but it can be disabled as using it on undead would be counter productive.
Single use effect command.
The next attack will cause a given potion effect to the target. Command cooldowns on this one would make sense.
For example: the Slayer skill allows the use of the "/Slay undead" command, that causes your next strike to cause a healing potion effect on the target, which would cause damage to undead creatures, but would otherwise be useless in combat.
I just thought I'd mention the whole idea about potion effects. That allows for a lot of versatility in what each skill is capable of.
Nice to see that progress is still being made on this project. (I've long since abandoned my own mod attempts XD) I've got a question for you, is there any way to get information about the mod without using one of the testing versions firsthand? I'm mostly asking because I'm lazy, and am looking to get more info before going to the effort of relearning how to install minecraft mods. Your youtube video had some useful information about what is capable through this mod at present, but I'm wondering what else is possible with future versions. Namely, aside from passive limitations on crafting, fighting and block breaking, what else will be possible with the skills, perks, classes, and levels?
I have few suggestions based on what I would most like to see in this mod.
(Specifically taking advantage of the various potion effects available)
Constant effect potion buffs.
Having a skill level grants a certain strength of potion effect as a passive/constant effect. Higher levels correspond to higher potion effects, either per level, or in stages every few levels of a skill.
For example: Athletics gives a constant speed boost with speed potion effect. higher levels give a higher effect strength.
Toggle passive potion commands.
Same idea as above, but the effect can be toggled on or off with a command.
For example: using the "/athletics" command will toggle the above example's passive running buff on or off, just in case you don't need it at a given time.
Command based temporary potion buffs.
Have a temporary potion effect on the player whenever they use a command. Maybe have a cooldown until the command can be used again.
For example: using the "/acrobatics" command will give you a temporary jump boost via potion effects. It has a cooldown that is reduced as the level increases, and the effect intensity/durration increase accordingly.
Special/Critical attack potion effects.
Passive chance for a player to cause a potion effect on a creature or player when they attack it.
For example: Poisoner skill gives you a chance to inflict a poison potion effect on a target when striking it. chance to take effect, effect strength, and effect durration increase with skill increase.
Toggle critical effect command
Same as above, but the effect can be toggled on or off.
For example: Assassin skill has the "/Critical" command, when active you have a chance to inflict the harm potion effect on a target when striking them, but it can be disabled as using it on undead would be counter productive.
Single use effect command.
The next attack will cause a given potion effect to the target. Command cooldowns on this one would make sense.
For example: the Slayer skill allows the use of the "/Slay undead" command, that causes your next strike to cause a healing potion effect on the target, which would cause damage to undead creatures, but would otherwise be useless in combat.
I just thought I'd mention the whole idea about potion effects. That allows for a lot of versatility in what each skill is capable of.
I was more or less thinking of using potion effects as you described them (I also have it outlined on the wiki) with the possability of me creating a separate mod just to add more potion effects. I am not sure what information you where referring to, the mod has some documentation on the wiki but with everything being so tentative I decided its not worth working on that at the moment (especially considering how I only expect enthusiast's to be using this at the moment)
Perfect! You gave an excellent and specific answer to a really vague and ambiguous question, that link to the wiki is just what I was looking for. I'll have to see about trying out what you have so far, this looks like it could be a fun project. My one minor complaint is that there are not as of yet any plans for being able to group specific skills under more generalized attributes... but I think you have some legitimate reasons for not wanting to take things in that direction. Would attributes be possible/feasible at some point?
Perfect! You gave an excellent and specific answer to a really vague and ambiguous question, that link to the wiki is just what I was looking for. I'll have to see about trying out what you have so far, this looks like it could be a fun project. My one minor complaint is that there are not as of yet any plans for being able to group specific skills under more generalized attributes... but I think you have some legitimate reasons for not wanting to take things in that direction. Would attributes be possible/feasible at some point?
What do you mean by attributes?
Things like strength, dex, agility etc?
Well, I'll give a few examples of systems I've seen that use both attributes and skills.
The fallout SPECIAL system has strength, perception, endurance, charisma, intelligence, agility and luck. Each of these impact your starting levels in skills that are derived from one of these attributes while also influencing your base stats (Health points, special points, etc.).
TES3:Morrowind has a really cool system(link: http://www.uesp.net/wiki/Morrowind:Skills). To paraphrase, it has seven attributes, 27 skills and three specializations. Depending on which ones you pick, the speed that your skills will level up, and which skills will increase your character level are set during character class selection(as well as creating a custom class.)
One of the optional rulesets for D&D 2.5 had 6 attributes, each split into two sub catagories. Skills gain a modifier if their associated attribute, or sub attribute is above a certain level. They also determine a number of in game stats, such as health points, damage resistances, chance to hit modifiers, damage modifiers, just to name a few.
Well, I'll give a few examples of systems I've seen that use both attributes and skills.
The fallout SPECIAL system has strength, perception, endurance, charisma, intelligence, agility and luck. Each of these impact your starting levels in skills that are derived from one of these attributes while also influencing your base stats (Health points, special points, etc.).
TES3:Morrowind has a really cool system(link: http://www.uesp.net/wiki/Morrowind:Skills). To paraphrase, it has seven attributes, 27 skills and three specializations. Depending on which ones you pick, the speed that your skills will level up, and which skills will increase your character level are set during character class selection(as well as creating a custom class.)
One of the optional rulesets for D&D 2.5 had 6 attributes, each split into two sub catagories. Skills gain a modifier if their associated attribute, or sub attribute is above a certain level. They also determine a number of in game stats, such as health points, damage resistances, chance to hit modifiers, damage modifiers, just to name a few.
Sorry for the wall of text there, just thought I'd give some neat examples of other systems that use attributes and skills.
Now, what exactly is irc? I don't mean to sound like a total internet noob, but I'm not quite sure what that is...
*edit* Nevermind, the infinite font of knowledge that is the Google search has revealed the answers to me.
There are a couple of reason's why I haven't added them or have them within the design document. I have yet to figure out a way to integrate them within the mod in a way that allows for them to be user defined in the way that skills and perks are, in addition I do not feel like they are a good fit thematically within the mod.
If you can come up with a good idea around this I am happy to discuss (and possibly implement) it
I would love to see this in MineCraft! So, will there be the ability for me to make skills of my own? Maybe be able to create an event within the game that allows me to unlock this skill (i.e. Trading skill unlocked after 10 trades or Some type of fighting skill only unlocked when I find a dungeon). Will there be a way to switch professions or classes, and if so, what is it? Can I "master' a class? Maybe unlock a new skill after mastering or getting to a certain point in 2 or more classes? Could I add custom stats and choose what they do(i.e. thirst, mana, mojo, rage), and make skills for these stats(not all, but some)? And instead of posting replies to your post, you can edit your post and put all the screenshots/info there! Can't wait to see this finished!
Been a while since I posted. I have the player status GUI implemented and have black/white listed fakeplayers (based on a config option) as well as general improvements. For those feeling adventurous you can download v0.4.cefbefc
New website and build out today. Finally includes default configs
[Download] [Patch Notes]
PixelPond - Wicked Fast Servers in OCE
Nice to see that progress is still being made on this project. (I've long since abandoned my own mod attempts XD) I've got a question for you, is there any way to get information about the mod without using one of the testing versions firsthand? I'm mostly asking because I'm lazy, and am looking to get more info before going to the effort of relearning how to install minecraft mods. Your youtube video had some useful information about what is capable through this mod at present, but I'm wondering what else is possible with future versions. Namely, aside from passive limitations on crafting, fighting and block breaking, what else will be possible with the skills, perks, classes, and levels?
I have few suggestions based on what I would most like to see in this mod.
(Specifically taking advantage of the various potion effects available)
Constant effect potion buffs.
Having a skill level grants a certain strength of potion effect as a passive/constant effect. Higher levels correspond to higher potion effects, either per level, or in stages every few levels of a skill.
For example: Athletics gives a constant speed boost with speed potion effect. higher levels give a higher effect strength.
Toggle passive potion commands.
Same idea as above, but the effect can be toggled on or off with a command.
For example: using the "/athletics" command will toggle the above example's passive running buff on or off, just in case you don't need it at a given time.
Command based temporary potion buffs.
Have a temporary potion effect on the player whenever they use a command. Maybe have a cooldown until the command can be used again.
For example: using the "/acrobatics" command will give you a temporary jump boost via potion effects. It has a cooldown that is reduced as the level increases, and the effect intensity/durration increase accordingly.
Special/Critical attack potion effects.
Passive chance for a player to cause a potion effect on a creature or player when they attack it.
For example: Poisoner skill gives you a chance to inflict a poison potion effect on a target when striking it. chance to take effect, effect strength, and effect durration increase with skill increase.
Toggle critical effect command
Same as above, but the effect can be toggled on or off.
For example: Assassin skill has the "/Critical" command, when active you have a chance to inflict the harm potion effect on a target when striking them, but it can be disabled as using it on undead would be counter productive.
Single use effect command.
The next attack will cause a given potion effect to the target. Command cooldowns on this one would make sense.
For example: the Slayer skill allows the use of the "/Slay undead" command, that causes your next strike to cause a healing potion effect on the target, which would cause damage to undead creatures, but would otherwise be useless in combat.
I just thought I'd mention the whole idea about potion effects. That allows for a lot of versatility in what each skill is capable of.
...
I was more or less thinking of using potion effects as you described them (I also have it outlined on the wiki) with the possability of me creating a separate mod just to add more potion effects. I am not sure what information you where referring to, the mod has some documentation on the wiki but with everything being so tentative I decided its not worth working on that at the moment (especially considering how I only expect enthusiast's to be using this at the moment)
PixelPond - Wicked Fast Servers in OCE
Perfect! You gave an excellent and specific answer to a really vague and ambiguous question, that link to the wiki is just what I was looking for. I'll have to see about trying out what you have so far, this looks like it could be a fun project. My one minor complaint is that there are not as of yet any plans for being able to group specific skills under more generalized attributes... but I think you have some legitimate reasons for not wanting to take things in that direction. Would attributes be possible/feasible at some point?
...
What do you mean by attributes?
Things like strength, dex, agility etc?
You should also pay attention to irc
PixelPond - Wicked Fast Servers in OCE
Well, I'll give a few examples of systems I've seen that use both attributes and skills.
The fallout SPECIAL system has strength, perception, endurance, charisma, intelligence, agility and luck. Each of these impact your starting levels in skills that are derived from one of these attributes while also influencing your base stats (Health points, special points, etc.).
TES3:Morrowind has a really cool system(link: http://www.uesp.net/wiki/Morrowind:Skills). To paraphrase, it has seven attributes, 27 skills and three specializations. Depending on which ones you pick, the speed that your skills will level up, and which skills will increase your character level are set during character class selection(as well as creating a custom class.)
One of the optional rulesets for D&D 2.5 had 6 attributes, each split into two sub catagories. Skills gain a modifier if their associated attribute, or sub attribute is above a certain level. They also determine a number of in game stats, such as health points, damage resistances, chance to hit modifiers, damage modifiers, just to name a few.
Strength - (Muscle, Stamina)
Dexterity - (Aim, Balance)
Constitution - (Health, Fitness)
Intelligence -(Reason, Knowledge)
Wisdom - (Intuition, Willpower)
Charisma - (Leadership, Appearance)
Sorry for the wall of text there, just thought I'd give some neat examples of other systems that use attributes and skills.
Now, what exactly is irc? I don't mean to sound like a total internet noob, but I'm not quite sure what that is...
*edit* Nevermind, the infinite font of knowledge that is the Google search has revealed the answers to me.
...
There are a couple of reason's why I haven't added them or have them within the design document. I have yet to figure out a way to integrate them within the mod in a way that allows for them to be user defined in the way that skills and perks are, in addition I do not feel like they are a good fit thematically within the mod.
If you can come up with a good idea around this I am happy to discuss (and possibly implement) it
PixelPond - Wicked Fast Servers in OCE
This looks pretty promising. Keep up the good work.
Little work in progress image of the experience GUI
PixelPond - Wicked Fast Servers in OCE
I would love to see this in MineCraft! So, will there be the ability for me to make skills of my own? Maybe be able to create an event within the game that allows me to unlock this skill (i.e. Trading skill unlocked after 10 trades or Some type of fighting skill only unlocked when I find a dungeon). Will there be a way to switch professions or classes, and if so, what is it? Can I "master' a class? Maybe unlock a new skill after mastering or getting to a certain point in 2 or more classes? Could I add custom stats and choose what they do(i.e. thirst, mana, mojo, rage), and make skills for these stats(not all, but some)? And instead of posting replies to your post, you can edit your post and put all the screenshots/info there! Can't wait to see this finished!
Looks fantastic! I'm considering adding this to my modpack soon :D.
You'll definitely want to wait for when I release a RC (Release Candidate) build
PixelPond - Wicked Fast Servers in OCE
Yep, I'm going to mess around the mod soon and leave some feedback once I manage some time.
(Hopefully)Fully working perks GUI
PixelPond - Wicked Fast Servers in OCE
Beautiful. Love how you're stemming from just a regular MCMMO type mod into just what your title says
IS IT DONE YET M8
Nope, still working on it
Been a while since I posted. I have the player status GUI implemented and have black/white listed fakeplayers (based on a config option) as well as general improvements. For those feeling adventurous you can download v0.4.cefbefc
PixelPond - Wicked Fast Servers in OCE