Oh, what I meant was a different colour, sorry if that didn't make any sense, my English is exploding in failure today xD.
So anyways, I meant it should either be pale pink or a light violet. I'd enjoy the pale pink because it's more traditional and it makes the eyes relax a bit more...
And you could find a way to craft this 'jewelled steel' and possibly have a possibility of a jade appearing from emerald ore in the future. That could also help to replace the 'natural ores', and perhaps using the special wood to make wooden katanas?
Just incase you didn't know, ipodmail did a review on this, and he really likes it. I think it has alot of potential and effective colour in this. Oh yeah, you should try to avoid texture packs to join on this since it kind of lags for some people xD
There should also be something where you have to travel to more existing biome to forge a special kind of metal, like the Taiga to get ice, Desert to dry, then to the forest to add dampness, to the nether to strengthen, to the Ocean to cool off, then to the end to End to forge.
Something cool like that.
Man, I feel like I should stop typing giant paragraphs, they must be really annoying to read, but anyways, hope you like the idea, I do definetly like yours xD
(Post Note: I would like to be a beta tester... Is that just by downloading the mod?)
Yeah, they will be more pink.
Jewel steel is just the translation, I'm afraid - it's not actually got jewels in it! I do have some specific plans for forging it, though
Yeah I've uploaded the review already to the OP.
I want to expand the biome requirements, but at the minute it is restricted to biome specific items such as the dead bush and the ice. I'm not sure what other biomes have anything block specific ...
Yeah, to test just download and let me know of what you think here ... Whether it's "I think this should be like that" or "it crashed when I did this" or whatever, let me know Cheers.
You should make bamboo swords that don't deal very much damage or none and can be used to knock mobs back or train with other players. Or bamboo training dummies! (not enough mods have training dummies)
Believe it or not, this was one of the original things that got me to come up with the idea for this mod. I haven't yet looked at how weapons are coded, but when I do, shinai (bamboo swords) will be one of the first things I add.
Ok, finally managed to get around to playing with the mod a bit.
Everything is nicely done from what I see so far, I like the simple concepts but they require work.
The only thing I would suggest changing so far is upping the amount soaking that can be accomplished by a single bucket of water- if your goal is to have players leave the soaking for a while, this gets defeated a bit if players need to come back every 2 soakings to add more water. Although, it is a bit strange to even need a bucket of water when the thing is submerged completely!
Yeah, I noticed that the other day when I was playing around with it. Will be upped for next release. I may mess with the code to get it to work without inputs, but last time I did that it crashed every time I tried shift clicking into/out of the GUI ...
Could You maybye Make a better Samurai armor textures but the helmet the helmet is awesome!
I know the texture still isn't right. But it's very hard to do, and I feel that at this point, time wasted trying to get it to look right is time stolen from the development of the mod, which is the most important thing at the minute. Once I've got a bit further along the lines of implementing some of what I have planned, there are several textures I want to fix. The sakura leaves is just a recolour which will take seconds so can be done for the next release. But redoing textures like the armour is difficult and a waste of time at this point. I will revisit it, but at the moment my main focus is the addition of features. If people want to try and make textures for me, go ahead. I may or may not use them.
Right I've been playing around with the code for weapons for an hour or two trying to implement a Shinai (bamboo practice sword).
My idea for it is to have it do no damage, but still be a sword. For me, this is useful as it helps with herding animals, but I'm sure there are other uses for this kind of sword .
However, I ran into a problem: If you code a sword to do no damage, you have no effect when you attack things. As in, they don't even notice you are there. Which makes it useless.
So the sword has to do at least one half heart of damage.
So I had a think, I hummed and hawed, and I thought "How about adding a heal effect so that they are healed when they are hit?"
So that is currently what bamboo swords do (not that they have been released yet, but soon they will be!). If you hit a mob with it, they react as normal (i.e. passive ones will run around), but it will heal damage done to them, which also extends to healing some already dealt damage. This means two things: if they are on their last legs anyway, they will still die, and secondly, they get a small particle effect each time you hit them.
Thoughts?
EDIT: There are some small things to note with the shinai in its current state (still not yet released). I've just done some testing: it will still kill zombies, zombies pigmen and skeletons, but all other mobs will not be killed unless they only have one half heart remaining. It will also turn mobs aggressive if they are able to be turned: spiders in the day, wolves to aggressive, and iron golems if you attack villagers. It knocks back mobs and makes cattle/sheep/pigs run around when hit.
Glad you guys like the new textures.
I'm with you on the demon facemask thing. But the moustache is impossibly hard with the few pixles I have to work with! Obviously it's not a finished texture, everything is still in a working mode. .
Unbelievable to me that I've got that good a review this early on! I'll add it to the OP in a moment .
I'm glad you enjoy it, Kilba. Yeah, the sakura blossoms are too purple, I agree, it is on my to do list .
Ninjas &c are something I am considering, but bear in mind this is only 8 days old (and I've only been learning how to code for two weeks), so nowhere near everything is written in to my OP plan. Your suggestions have been noted, thank you.
Any other suggestions for things to add/directions to take are much appreciated. Thanks all!
well for only a few days old it looks great and is better than any other Japanese mod iv seen!
Since you're playing around with weapon coding, why not look up some japanese weaponry? It'd be nice to see some katanas or stuff like that.
Read the OP, mate - katanas &c are planned :). I'm part way through coding the Tatara which you need to forge the specific metal you need for such weaponry, so they will be in the next release.
Compared to the bamboo practice sword (shinai), coding katanas and wakizashis and all that will be a piece of cake :).
With the process you put together for the soaking, drying, and hanging for the paper stuff, I'm really looking forward to seeing what processes you try to put in place for making the swords!
Too bad as a newly hatched coder that anything complicated is probably beyond your abilities for now. Something to do with folding the metal and maintaining a constant temperature would be pretty cool.
Perhaps you could have that as a goal for down the road when you learn how to code GUIs that complicated!
With the process you put together for the soaking, drying, and hanging for the paper stuff, I'm really looking forward to seeing what processes you try to put in place for making the swords!
Too bad as a newly hatched coder that anything complicated is probably beyond your abilities for now. Something to do with folding the metal and maintaining a constant temperature would be pretty cool.
Perhaps you could have that as a goal for down the road when you learn how to code GUIs that complicated!
Someone's been doing their homework ;). Either that, or you are as fascinated with Japan as I am :P.
Without giving too much away, I have a few stages in mind for producing the swords. The first release will probably be relatively simple, though, as - like you say - I'm still really new to this!
That being said, I've never been to fond of complicated GUIs. Complicated processes are one thing, but mine are more "it takes time and a lot of shifting around, but once you get it up and running, it's something you can leave alone for a bit", if you get what I mean. But yeah, without giving too much away, it will take a fair bit of processing.
Just two quick questions for anyone that happens to read this:
The first is regarding the three swords I want to add: Tanto (short), Wakizashi (medium) and Katana (long). I feel that each one needs to be different in abilities ... perhaps one doubles at cutting down wood, one is more enchantable, and one lasts longer, or whatever, I'm not sure yet, that's why I'm asking. What sort of things would people like to see to make it worthwhile crafting all of these as opposed to just one?
The second is regarding actual coding: as I have said before (I think?), ideally the processes could be left alone without inputs. This also has the other problem of correcting shift-click code. So anyone able to help with this, or shall I just keep messing until I work it out?
Give us an odachi (?) with longer range so I can safely hit those creepers.
What good would that do? Realistically, it would have a range of one space, which would mean that you would still be within 'sploding distance.
What I *will* give you, however, is a yumi and yas. That is, samurai bow and samurai arrows. Samurai arrows are obviously made from Katana metal, so will be pretty powerful.
Fair enough?
I love the Japanese style and also the Architecture, of course.
I'm not really an armor guy, but this definately looks amazing.
I hope to see more of this mod in the future and keep up the good work.
I'm glad you like that kind of style. Unfortunately, I haven't yet got to the architecture properly. I hope you come back when I have done :).
Don't worry. I personally think Ideas of mods are more importand than just creations. Of course it's importand that ideas will be made, but it's hard to make so much in a short amount of time if you actually can't always work with it. I will wait for it, no matter how long it takes.
This is true. What good is a coder if he can't think of anything to code? Well if you like I'll send you a pm when I get to the tatami/shoji/fusuma stuff?
Quite nice for now. I'm training Iaido myself (japanese swordfighting style if you don't know it) and I was always looking for some japanese style.
But most of them added more Ninja stuff and overpowered the Katana (High attack and high durability) so it wasn't fun.
Katanas are sharp but pretty fragile.
I'm gonna follow this mod and I'm expecting something great. ^^
Ah, nice one, just don't use those skills on me if I add something you don't like!
Yeah, I'm going to try to be careful not to make the weapons and armour overpowered - Steve shouldn't be a God! That being said, they need to be rather powerful due to the delicate and long process of creating them. But I may keep durability quite low, and rebalance that a bit by having a way to reforge them.
TO ALL: Currently I'm working on the Tatara (forge) ... I've changed the recipe for Iron Sand to a Block of Iron instead of an ingot, and forging it in the Tatara will give a block of Kera, which can then be placed and mined. When mined, it will drop three types of iron: iron ingots, tamahagane and hocho-tetsu.
I'm currently trying to balance these drops. They are listed above in increasing rarity, and I decided to make the drops random rather than static, as when forging Kera you can never be sure what it will form. Just so you all know, iron ingots will not be used in the sword processes, but tamahagane is needed for all samurai swords and the arrows, and hocho-tetsu is needed for katanas.
However, the balancing of this is quite difficult. At the minute, the drops average to about 3:2:1 for 1 block of Kera. That being said, kera sometimes drops nothing. However, I'm thinking of dropping this to about 2:1.5:0.5 per block. Thoughts?
EDIT: Playing around with numbers ... My latest change to the coding (I did something I couldn't do originally, change the maximum drop number for different drops :D) ... 128 Kera gave me 192 iron ingots, 45 Tamahagane, and 22 Hocho-Tetsu ... considering that - if doing this properly and not using dirt to create 64 Kera - this would require 1152 iron ingots, and you have the total output of 259 pieces of iron and steel, I may have nerfed these numbers a bit too far ...
Just 1. Kyu. ^^ I don't have a sharp sword only a training version but you can thrust with it...
I'm fascinated by the history japan had. Such a culture... (And then the Portuguese came)
Ehm... Anyway. I saw the process from Ipodmails video. And I think with the armor crafting... Your quite right. I don't exactly remember what the armor was made of but something more natural and less metals. For swift and technical movements.
Haha yeah the history is pretty fascinating. Ehm, yeah, let's keep the politics out of it.
Yeah, the process in his video is for the armour. I'm still coding for the weapons at the minute, so they haven't been released! But yeah, I'm trying to keep everything semi-realistic :).
I found one of those mods that are awesome but just aren't big. I can't wait until it's done. Also, I'm glad he stays on key with the mod's idea. Unlike a few other mods, they just put whatever in to it and call it something weird.
Don't worry. I personally think Ideas of mods are more importand than just creations. Of course it's importand that ideas will be made, but it's hard to make so much in a short amount of time if you actually can't always work with it. I will wait for it, no matter how long it takes.
Alright man. Shouldn't be too far away. That being said, final exams are soon, so the next three weeks (starting tomorrow, when I've decided revision starts) my output might be a little slow, but after that should speed up a lot :). So hopefully there'll be some architecture stuff by the end of the month.
I found one of those mods that are awesome but just aren't big. I can't wait until it's done. Also, I'm glad he stays on key with the mod's idea. Unlike a few other mods, they just put whatever in to it and call it something weird.
Messing around with the dropping code for the kera block has been so helpful in making me understand the code for block dropping item as a chance. I was able to do what I wanted to originally with the rice crop: There is always a chance of it dropping a random amount of seeds, more the more it has grown; it drops raw rice when destroyed if fully grown; and the change, my new coding knowledge has let me make it drop between 1 and 4 rice stalks when destroyed, but if and only if it is in its last 3 growth stages.
i was doing some testing with the mod and the drying unit nor the soaking Unit NEED to be in the biome because the dead bush can be collected by the shears and ice can be created be the pholophesers stone (EE2)
I'm glad you find it recommendation worthy, even though it is in its infancy :). Thank you :).
Yeah, I know there are ways around it. I'm ok with that :). The drying unit still needs to be surrounded by sand, sandstone and see the sky, and the soaking unit needs to be submerged. Plus, you need to actually find the biomes in the first place. In the next release of vMC, you will be able to get ice with silk touch, so I was prepared for this.
The only news for me is the EE2 thing. But if you're using that mod anyway, you are used to being able to get items a little easier, so again, it doesn't bug me. Thanks anyway :).
Yeah, there's not much you can do for creating biome-mandatory conditions from what I understand, and I like the conditions you've set. This makes it so early on people will have to seek out biomes, but eventually if they want to go through the trouble of constructing their own "mini biomes" for the soaker and dryer, then can. I kinda like that flexibility, tbh.
As for the tanto, wakizashi, and katana- the best thing you can do for now is inverse the strength and durability numbers. The tanto has less damage but more durability; the opposite for the katana. You could eventually learn to code in some neat features, such as the tanto eventually having a crit hit damage boost chance on crit hits (since as a close range weapon it theoretically has a better chance of a lethal blow while the katana gets a small chance of doing double-damage every now and then, or perhaps a chance of causing a knockback/slow effect when blocking. The waka can have the perk of both, but with lesser chance than the other two, since it's a sort of tweener to begin with.
If you could somehow code in a kusari-gama to actually function like one, that'd be SICK!
Yeah, there's not much you can do for creating biome-mandatory conditions from what I understand, and I like the conditions you've set. This makes it so early on people will have to seek out biomes, but eventually if they want to go through the trouble of constructing their own "mini biomes" for the soaker and dryer, then can. I kinda like that flexibility, tbh.
As for the tanto, wakizashi, and katana- the best thing you can do for now is inverse the strength and durability numbers. The tanto has less damage but more durability; the opposite for the katana. You could eventually learn to code in some neat features, such as the tanto eventually having a crit hit damage boost chance on crit hits (since as a close range weapon it theoretically has a better chance of a lethal blow while the katana gets a small chance of doing double-damage every now and then, or perhaps a chance of causing a knockback/slow effect when blocking. The waka can have the perk of both, but with lesser chance than the other two, since it's a sort of tweener to begin with.
If you could somehow code in a kusari-gama to actually function like one, that'd be SICK!
Yeah, as I said before, the main importance is to promote exploration. You still have to find the biomes (well, not ice if you are using EE2, but still). I have no problem with mini-biomes, they can look quite cool, and should be able to utilize the units. That being said, the drying unit looks a bit funny when it's just surrounded by the necessary amount of sand, and one piece of floating ice looks a bit squiffy, so for the sake of aesthetic worlds you need commitment to move enough to make it look nice :P. And yeah, I kinda like that flexibility, too :).
Yeah, I'm going to do something like that. Having spent most of yesterday working out the random drop code, I *might* be able to join that with the knowledge I got coding the shinai to heal what it hits (to give the impression of doing no damage), so that they might be able to hold a small chance to have an effect on what you hit, which might be something worth adding to some of the weapons. So the idea of "eventually" might be sooner rather than later. Not sure though, will need to do some testing to check it out, but in theory I could make it work. Bit busy today though, so we'll see what I get done.
A kusarigama, however, might be a way away - I have no idea how I'd even begin to code something like that!
A NOTE TO ALL: I am starting revision for exams today; as such, output will probably drop a bit, as these exams determine whether I get to the uni I want. Hope you all understand. However, I am hoping to get the weapons out in the next week or so, despite revision, as I have already done a large chunk of the coding :).
Yeah, they will be more pink.
Jewel steel is just the translation, I'm afraid - it's not actually got jewels in it! I do have some specific plans for forging it, though
Yeah I've uploaded the review already to the OP.
I want to expand the biome requirements, but at the minute it is restricted to biome specific items such as the dead bush and the ice. I'm not sure what other biomes have anything block specific ...
Yeah, to test just download and let me know of what you think here ... Whether it's "I think this should be like that" or "it crashed when I did this" or whatever, let me know Cheers.
Don't worry, I have a few plans for weapons :).
Believe it or not, this was one of the original things that got me to come up with the idea for this mod. I haven't yet looked at how weapons are coded, but when I do, shinai (bamboo swords) will be one of the first things I add.
Yup, I am Elliott :).
Yeah, I noticed that the other day when I was playing around with it. Will be upped for next release. I may mess with the code to get it to work without inputs, but last time I did that it crashed every time I tried shift clicking into/out of the GUI ...
Give it time, it will grow. Make sure it has enough light and all that. Keep near it, but leave it alone, it will grow in the end
No, I really need to leave them unaffected by it. What's the point in patience with the soaking, drying &c if you can't even wait for a tree to grow?
I know the texture still isn't right. But it's very hard to do, and I feel that at this point, time wasted trying to get it to look right is time stolen from the development of the mod, which is the most important thing at the minute. Once I've got a bit further along the lines of implementing some of what I have planned, there are several textures I want to fix. The sakura leaves is just a recolour which will take seconds so can be done for the next release. But redoing textures like the armour is difficult and a waste of time at this point. I will revisit it, but at the moment my main focus is the addition of features. If people want to try and make textures for me, go ahead. I may or may not use them.
Hope that makes sense
My idea for it is to have it do no damage, but still be a sword. For me, this is useful as it helps with herding animals, but I'm sure there are other uses for this kind of sword .
However, I ran into a problem: If you code a sword to do no damage, you have no effect when you attack things. As in, they don't even notice you are there. Which makes it useless.
So the sword has to do at least one half heart of damage.
So I had a think, I hummed and hawed, and I thought "How about adding a heal effect so that they are healed when they are hit?"
So that is currently what bamboo swords do (not that they have been released yet, but soon they will be!). If you hit a mob with it, they react as normal (i.e. passive ones will run around), but it will heal damage done to them, which also extends to healing some already dealt damage. This means two things: if they are on their last legs anyway, they will still die, and secondly, they get a small particle effect each time you hit them.
Thoughts?
EDIT: There are some small things to note with the shinai in its current state (still not yet released). I've just done some testing: it will still kill zombies, zombies pigmen and skeletons, but all other mobs will not be killed unless they only have one half heart remaining. It will also turn mobs aggressive if they are able to be turned: spiders in the day, wolves to aggressive, and iron golems if you attack villagers. It knocks back mobs and makes cattle/sheep/pigs run around when hit.
well for only a few days old it looks great and is better than any other Japanese mod iv seen!
Thanks, mate, that's really kind of you :). I hope I continue to live up to this belief :).
Read the OP, mate - katanas &c are planned :). I'm part way through coding the Tatara which you need to forge the specific metal you need for such weaponry, so they will be in the next release.
Compared to the bamboo practice sword (shinai), coding katanas and wakizashis and all that will be a piece of cake :).
Too bad as a newly hatched coder that anything complicated is probably beyond your abilities for now. Something to do with folding the metal and maintaining a constant temperature would be pretty cool.
Perhaps you could have that as a goal for down the road when you learn how to code GUIs that complicated!
Someone's been doing their homework ;). Either that, or you are as fascinated with Japan as I am :P.
Without giving too much away, I have a few stages in mind for producing the swords. The first release will probably be relatively simple, though, as - like you say - I'm still really new to this!
That being said, I've never been to fond of complicated GUIs. Complicated processes are one thing, but mine are more "it takes time and a lot of shifting around, but once you get it up and running, it's something you can leave alone for a bit", if you get what I mean. But yeah, without giving too much away, it will take a fair bit of processing.
Just two quick questions for anyone that happens to read this:
The first is regarding the three swords I want to add: Tanto (short), Wakizashi (medium) and Katana (long). I feel that each one needs to be different in abilities ... perhaps one doubles at cutting down wood, one is more enchantable, and one lasts longer, or whatever, I'm not sure yet, that's why I'm asking. What sort of things would people like to see to make it worthwhile crafting all of these as opposed to just one?
The second is regarding actual coding: as I have said before (I think?), ideally the processes could be left alone without inputs. This also has the other problem of correcting shift-click code. So anyone able to help with this, or shall I just keep messing until I work it out?
What good would that do? Realistically, it would have a range of one space, which would mean that you would still be within 'sploding distance.
What I *will* give you, however, is a yumi and yas. That is, samurai bow and samurai arrows. Samurai arrows are obviously made from Katana metal, so will be pretty powerful.
Fair enough?
I'm glad you like that kind of style. Unfortunately, I haven't yet got to the architecture properly. I hope you come back when I have done :).
This is true. What good is a coder if he can't think of anything to code? Well if you like I'll send you a pm when I get to the tatami/shoji/fusuma stuff?
Ah, nice one, just don't use those skills on me if I add something you don't like!
Yeah, I'm going to try to be careful not to make the weapons and armour overpowered - Steve shouldn't be a God! That being said, they need to be rather powerful due to the delicate and long process of creating them. But I may keep durability quite low, and rebalance that a bit by having a way to reforge them.
TO ALL: Currently I'm working on the Tatara (forge) ... I've changed the recipe for Iron Sand to a Block of Iron instead of an ingot, and forging it in the Tatara will give a block of Kera, which can then be placed and mined. When mined, it will drop three types of iron: iron ingots, tamahagane and hocho-tetsu.
I'm currently trying to balance these drops. They are listed above in increasing rarity, and I decided to make the drops random rather than static, as when forging Kera you can never be sure what it will form. Just so you all know, iron ingots will not be used in the sword processes, but tamahagane is needed for all samurai swords and the arrows, and hocho-tetsu is needed for katanas.
However, the balancing of this is quite difficult. At the minute, the drops average to about 3:2:1 for 1 block of Kera. That being said, kera sometimes drops nothing. However, I'm thinking of dropping this to about 2:1.5:0.5 per block. Thoughts?
EDIT: Playing around with numbers ... My latest change to the coding (I did something I couldn't do originally, change the maximum drop number for different drops :D) ... 128 Kera gave me 192 iron ingots, 45 Tamahagane, and 22 Hocho-Tetsu ... considering that - if doing this properly and not using dirt to create 64 Kera - this would require 1152 iron ingots, and you have the total output of 259 pieces of iron and steel, I may have nerfed these numbers a bit too far ...
Haha yeah the history is pretty fascinating. Ehm, yeah, let's keep the politics out of it.
Yeah, the process in his video is for the armour. I'm still coding for the weapons at the minute, so they haven't been released! But yeah, I'm trying to keep everything semi-realistic :).
Alright man. Shouldn't be too far away. That being said, final exams are soon, so the next three weeks (starting tomorrow, when I've decided revision starts) my output might be a little slow, but after that should speed up a lot :). So hopefully there'll be some architecture stuff by the end of the month.
I'm glad you like it, man
I'm glad you find it recommendation worthy, even though it is in its infancy :). Thank you :).
Yeah, I know there are ways around it. I'm ok with that :). The drying unit still needs to be surrounded by sand, sandstone and see the sky, and the soaking unit needs to be submerged. Plus, you need to actually find the biomes in the first place. In the next release of vMC, you will be able to get ice with silk touch, so I was prepared for this.
The only news for me is the EE2 thing. But if you're using that mod anyway, you are used to being able to get items a little easier, so again, it doesn't bug me. Thanks anyway :).
As for the tanto, wakizashi, and katana- the best thing you can do for now is inverse the strength and durability numbers. The tanto has less damage but more durability; the opposite for the katana. You could eventually learn to code in some neat features, such as the tanto eventually having a crit hit damage boost chance on crit hits (since as a close range weapon it theoretically has a better chance of a lethal blow while the katana gets a small chance of doing double-damage every now and then, or perhaps a chance of causing a knockback/slow effect when blocking. The waka can have the perk of both, but with lesser chance than the other two, since it's a sort of tweener to begin with.
If you could somehow code in a kusari-gama to actually function like one, that'd be SICK!
Yeah, as I said before, the main importance is to promote exploration. You still have to find the biomes (well, not ice if you are using EE2, but still). I have no problem with mini-biomes, they can look quite cool, and should be able to utilize the units. That being said, the drying unit looks a bit funny when it's just surrounded by the necessary amount of sand, and one piece of floating ice looks a bit squiffy, so for the sake of aesthetic worlds you need commitment to move enough to make it look nice :P. And yeah, I kinda like that flexibility, too :).
Yeah, I'm going to do something like that. Having spent most of yesterday working out the random drop code, I *might* be able to join that with the knowledge I got coding the shinai to heal what it hits (to give the impression of doing no damage), so that they might be able to hold a small chance to have an effect on what you hit, which might be something worth adding to some of the weapons. So the idea of "eventually" might be sooner rather than later. Not sure though, will need to do some testing to check it out, but in theory I could make it work. Bit busy today though, so we'll see what I get done.
A kusarigama, however, might be a way away - I have no idea how I'd even begin to code something like that!
A NOTE TO ALL: I am starting revision for exams today; as such, output will probably drop a bit, as these exams determine whether I get to the uni I want. Hope you all understand. However, I am hoping to get the weapons out in the next week or so, despite revision, as I have already done a large chunk of the coding :).