just looked at that pastebin thing...
HOLY MUTHA OF GAWD YES
THIS MOD UGHGHG UA
SSSSSOOOOOOOOOOO AAAAAAAWWWWWWWWWWEEEEEEEESSSSSSSOOOOOOOOOOOMMMMMMMEEEEEEEEi think every thing about the UI looks good EXCEPT the stars. change them a bit, maybe a lighting bar, instead of pips
just looked at that pastebin thing...
HOLY MUTHA OF GAWD YES
THIS MOD UGHGHG UA
SSSSSOOOOOOOOOOO AAAAAAAWWWWWWWWWWEEEEEEEESSSSSSSOOOOOOOOOOOMMMMMMMEEEEEEEE
i think every thing about the UI looks good EXCEPT the stars. change them a bit, maybe a lighting bar, instead of pips
Agreed! But also, you know how you're going to completely remove enchanting? What use would experience be then? My ideas for uses for experience:
Use it to get some sort of special version of the gem/ingot/whatever
Somehow use it with the new magic system
Rollback Post to RevisionRollBack
Generation 27: The next time you see this, copy this as your sig on any forum and add one to the generation. Social experiment.
maybe you could use exp for it's original purpose in games; for skills, and real leveling up. if you were to do that though, i would suggest only passive skills like +2% speed, +5% sprint time, +sprint no matter what food you have, +1/2 damage with fists
etc.
just my two cents...
i really love this mod, every day i check the forums for new posts. keep it up! i love this mod, t has more potential than the AETHER!!
maybe you could use exp for it's original purpose in games; for skills, and real leveling up. if you were to do that though, i would suggest only passive skills like +2% speed, +5% sprint time, +sprint no matter what food you have, +1/2 damage with fists
etc.
just my two cents...
i really love this mod, every day i check the forums for new posts. keep it up! i love this mod, t has more potential than the AETHER!!
Again, agreed! That idea is way better than what I had.... I agree!
Sorry again for the delay in updates. I'm hopefully going to get a laptop soon, and that will give me a lot of time to work on this. It's hard to get the momentum of making updates again when you stop for a while.
maybe you could use exp for it's original purpose in games; for skills, and real leveling up. if you were to do that though, i would suggest only passive skills like +2% speed, +5% sprint time, +sprint no matter what food you have, +1/2 damage with fists
etc.
just my two cents...
i really love this mod, every day i check the forums for new posts. keep it up! i love this mod, t has more potential than the AETHER!!
I'm actually not really sure what to do with XP and levels. I'm hesistant on adding item rewards, skill bonuses, or things of that nature, because it would make exploring or other things a waste of time for some people, as they would rather be doing things that would give them XP. So if there's some way I can implement the level system into something that doesn't affect the game very much, we can keep it; otherwise I don't think it suits Minecraft very much.
As stated by Slayerlord8, v0.8 is when the open beta is released. If you stick around in the thread discussion you might get early access in v0.5 :). As for an actual date, I don't really have a good estimate.
- When you levels up, you really levels up and gain skill point. It could be added to some minute upgrades, like:
0.02F block hardness removal (150 skill points and literally mash that tree with your fist)
1/48 health regen (a lot of skill points here doesn't add much)
0.08 % damage increase (come on, chuck norris)
0.08 % Fortune effect (for all those miner)
These are too small to be game-breaking, but still add some benefits. Killing the Enderdragon and putting all that levels into the damage skill, for example, only give us 6,24% increase in our damage. And that only adds 1 - 2 damage to a diamond sword(adjusted to 80-scale) and a quarter chance to add 1 damage with fist.
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
- When you levels up, you really levels up and gain skill point. It could be added to some minute upgrades, like:
0.02F block hardness removal (150 skill points and literally mash that tree with your fist)
1/48 health regen (a lot of skill points here doesn't add much)
0.08 % damage increase (come on, chuck norris)
0.08 % Fortune effect (for all those miner)
These are too small to be game-breaking, but still add some benefits. Killing the Enderdragon and putting all that levels into the damage skill, for example, only give us 6,24% increase in our damage. And that only adds 1 - 2 damage to a diamond sword(adjusted to 80-scale) and a quarter chance to add 1 damage with fist.
exactly. small things. BUT still worth spending on.
now you have the idea, you just need the balance. and that's a touchy topic.
- When you levels up, you really levels up and gain skill point. It could be added to some minute upgrades, like:
0.02F block hardness removal (150 skill points and literally mash that tree with your fist)
1/48 health regen (a lot of skill points here doesn't add much)
0.08 % damage increase (come on, chuck norris)
0.08 % Fortune effect (for all those miner)
These are too small to be game-breaking, but still add some benefits. Killing the Enderdragon and putting all that levels into the damage skill, for example, only give us 6,24% increase in our damage. And that only adds 1 - 2 damage to a diamond sword(adjusted to 80-scale) and a quarter chance to add 1 damage with fist.
Okay, I didn't mean to start up a whole suggestion list for experience...... but who cares! I also agree with your idea! Seriously, adding that would make this mod even better than it is right now! I support your idea!
Rollback Post to RevisionRollBack
Generation 27: The next time you see this, copy this as your sig on any forum and add one to the generation. Social experiment.
This is a very very impressive to-do list. All of the ideas listed here, I can definitely get behind. This is a very well thought-out expansion to vanilla minecraft in all of the ways I can think that vanilla is deficient. I especially like the new weapon sprites and the dual-weild mechanics, it's very simple but dynamic, couldn't think of a better way to do it myself. The new enchantment system is desperately needed, vanilla enchanting blows.
I may have to start a separate instance specifically for this mod when it is in playable form. I don't think this could replace all of my forge mods though, which puts me at somewhat of an impasse; I think this mod will be great when it is done, but I will have to choose between it and forge-dependent mods that I doubt I could play without for very long. Might just end up with two instances, but if it comes down to choosing, I'll land on the side of forge. I don't mean that as a criticism, I can understand not wanting to depend on forge and this mod does already look excellent and is really ambitious.
Wait. From what I see on that reply earlier, the health sprite was only divided into four, not eight. Am I wrong or what? Don't answer what.
Rollback Post to RevisionRollBack
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
- When you levels up, you really levels up and gain skill point. It could be added to some minute upgrades, like:
0.02F block hardness removal (150 skill points and literally mash that tree with your fist)
1/48 health regen (a lot of skill points here doesn't add much)
0.08 % damage increase (come on, chuck norris)
0.08 % Fortune effect (for all those miner)
These are too small to be game-breaking, but still add some benefits. Killing the Enderdragon and putting all that levels into the damage skill, for example, only give us 6,24% increase in our damage. And that only adds 1 - 2 damage to a diamond sword(adjusted to 80-scale) and a quarter chance to add 1 damage with fist.
While it might be balanced for single-player, I'm also making sure the mod is balanced for multi-player/PvP. If Clan A has an xp farm, for example, and a new Clan B tries to fight them, then Clan A will have a distinct advantage over Clan B, even if they have the same items and number of people as Clan A.
I'm not saying the ideas are bad, it's just that I don't think having a level system fits in that well with the sandbox game minecraft should be. Since I'm editting the base classes, we could always just remove it.
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
If you didn't read that pastebin thing, here's a extract:
Sorry about the white highlight thing, I couldn't fix that.
Here's how v0.1.- is going to be developed: v0.1.1: Dual-Wielding + Status Bars v0.1.2: Melee Part 1 v0.1.3: Archery Part 1 v0.1.4: Magic Part 1 v0.1.5: New Enchanting System v0.1.6: Melee Part 2 v0.1.7: Archery Part 2 v0.1.8: Magic Part 2 v0.1.9: Double-check for full SMP Compatibility, Improve v0.1 sprites, and finalise Enchanting System
I went crazy when I saw v0.1.4: Magic Part 1 because seriously, I know there are a lot of Magic mods out there but I've never seen what I always wanted to be in those mods.
Magic Ideas
Being able to "use" magic with nothing equipped, like in Skyrim. This feature leads to a couple more awesome I would LOVE to see in this mod, including:
Dual wield Magic! How awesome would that be. But for magic, I personally think dual wielding should be different, like holding left and right click will cast magic from both hands, however will drain up you mana really fast (also a use for skills, the higher your magic, the slower your mana will drain).
Also be able to have magic in one hand with a Mace in the other; this is my primary weapon selection in Skyrim and if I could do that this mod would go off the charts being so awesome (it's already close to going off the charts, even right now!).
But seriously, I can't wait for this mod. I hope you add in some of my ideas, and good luck with this EPIC mod!
The mod finds out the highest durability from all armor sets(if any were added) then sets it as the highest point of 100%. The strongest armor have a 100% damage reduction. But, with every percent of durability lost, the damage reduction is reduced. For example, a full set of diamond armor that have an overall dura of 75% will have a damage reduction of 75%. When you take damage this will happen:
100 damage
75 reduced by armor
The 75 damage is spread like this: 20% helmet, 29% to chestplate, 27% to leggings, and 23% to boots, with 1% thrown into the void. The armor is now damaged by the amount of damage absorbed by itself. Of course, Armor durability is also increased to scale the damage they need to absorb.
The helmet took 15 damage, the chestplate 22(21.75) damage, the leggings 20(.25) damage, and the boots 17(.25) damage.
And you take the 25 damage.
With this system, you need to periodically repair your armor.
Feedback about this new armor system?
Rollback Post to RevisionRollBack
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
The mod finds out the highest durability from all armor sets(if any were added) then sets it as the highest point of 100%. The strongest armor have a 100% damage reduction. But, with every percent of durability lost, the damage reduction is reduced. For example, a full set of diamond armor that have an overall dura of 75% will have a damage reduction of 75%. When you take damage this will happen:
100 damage
75 reduced by armor
The 75 damage is spread like this: 20% helmet, 29% to chestplate, 27% to leggings, and 23% to boots, with 1% thrown into the void. The armor is now damaged by the amount of damage absorbed by itself. Of course, Armor durability is also increased to scale the damage they need to absorb.
The helmet took 15 damage, the chestplate 22(21.75) damage, the leggings 20(.25) damage, and the boots 17(.25) damage.
And you take the 25 damage.
With this system, you need to periodically repair your armor.
Feedback about this new armor system?
Oh my, your Ideas... they're awesome! This + My Render Armor on your hand Idea would... you can guess what I'm about to say because this mod is so EPIC. Don't forget: shouldn't certain armors make you slower because they're heavy? Like when wearing full diamond you can't sprint... just thinking aloud.
Rollback Post to RevisionRollBack
Generation 27: The next time you see this, copy this as your sig on any forum and add one to the generation. Social experiment.
HOLY MUTHA OF GAWD YES
THIS MOD UGHGHG UA
SSSSSOOOOOOOOOOO AAAAAAAWWWWWWWWWWEEEEEEEESSSSSSSOOOOOOOOOOOMMMMMMMEEEEEEEEi think every thing about the UI looks good EXCEPT the stars. change them a bit, maybe a lighting bar, instead of pips
Agreed! But also, you know how you're going to completely remove enchanting? What use would experience be then? My ideas for uses for experience:
Use it to get some sort of special version of the gem/ingot/whatever
Somehow use it with the new magic system
etc.
just my two cents...
i really love this mod, every day i check the forums for new posts. keep it up! i love this mod, t has more potential than the AETHER!!
Again, agreed! That idea is way better than what I had.... I agree!
Have you read everything? A download will probably be available at about v 0.8.
I'm actually not really sure what to do with XP and levels. I'm hesistant on adding item rewards, skill bonuses, or things of that nature, because it would make exploring or other things a waste of time for some people, as they would rather be doing things that would give them XP. So if there's some way I can implement the level system into something that doesn't affect the game very much, we can keep it; otherwise I don't think it suits Minecraft very much.
As stated by Slayerlord8, v0.8 is when the open beta is released. If you stick around in the thread discussion you might get early access in v0.5 :). As for an actual date, I don't really have a good estimate.
- When you levels up, you really levels up and gain skill point. It could be added to some minute upgrades, like:
0.02F block hardness removal (150 skill points and literally mash that tree with your fist)
1/48 health regen (a lot of skill points here doesn't add much)
0.08 % damage increase (come on, chuck norris)
0.08 % Fortune effect (for all those miner)
These are too small to be game-breaking, but still add some benefits. Killing the Enderdragon and putting all that levels into the damage skill, for example, only give us 6,24% increase in our damage. And that only adds 1 - 2 damage to a diamond sword(adjusted to 80-scale) and a quarter chance to add 1 damage with fist.
OcD Simple Add-On!
exactly. small things. BUT still worth spending on.
now you have the idea, you just need the balance. and that's a touchy topic.
Okay, I didn't mean to start up a whole suggestion list for experience...... but who cares! I also agree with your idea! Seriously, adding that would make this mod even better than it is right now! I support your idea!
I may have to start a separate instance specifically for this mod when it is in playable form. I don't think this could replace all of my forge mods though, which puts me at somewhat of an impasse; I think this mod will be great when it is done, but I will have to choose between it and forge-dependent mods that I doubt I could play without for very long. Might just end up with two instances, but if it comes down to choosing, I'll land on the side of forge. I don't mean that as a criticism, I can understand not wanting to depend on forge and this mod does already look excellent and is really ambitious.
I'll be interested to see how this mod develops.
OcD Simple Add-On!
While it might be balanced for single-player, I'm also making sure the mod is balanced for multi-player/PvP. If Clan A has an xp farm, for example, and a new Clan B tries to fight them, then Clan A will have a distinct advantage over Clan B, even if they have the same items and number of people as Clan A.
I'm not saying the ideas are bad, it's just that I don't think having a level system fits in that well with the sandbox game minecraft should be. Since I'm editting the base classes, we could always just remove it.
~
Into 8, yes, but I only showed 4 in that picture just as examples :).
on :death if keepInventory==true then skills=skills else skills=0 endYou know what I mean.
BTW, I can resprite the HUD icons to match the vanilla feelings and OcD-like. Care to give the main ideas?
OcD Simple Add-On!
May I suggest perhaps some more dungeons types? I've always loved mods that add dungeons such as the dungeon pack.
Sorry about the white highlight thing, I couldn't fix that.
Here's how v0.1.- is going to be developed:
v0.1.1: Dual-Wielding + Status Bars
v0.1.2: Melee Part 1
v0.1.3: Archery Part 1
v0.1.4: Magic Part 1
v0.1.5: New Enchanting System
v0.1.6: Melee Part 2
v0.1.7: Archery Part 2
v0.1.8: Magic Part 2
v0.1.9: Double-check for full SMP Compatibility, Improve v0.1 sprites, and finalise Enchanting System
I went crazy when I saw v0.1.4: Magic Part 1 because seriously, I know there are a lot of Magic mods out there but I've never seen what I always wanted to be in those mods.
- Also be able to have magic in one hand with a Mace in the other; this is my primary weapon selection in Skyrim and if I could do that this mod would go off the charts being so awesome (it's already close to going off the charts, even right now!).
But seriously, I can't wait for this mod. I hope you add in some of my ideas, and good luck with this EPIC mod!1 word. DUNGEONS! I love 'em! 1000% Agreed! Seriously, it's a hardcore mod so there should be dungeons and generated structures, right?
The mod finds out the highest durability from all armor sets(if any were added) then sets it as the highest point of 100%. The strongest armor have a 100% damage reduction. But, with every percent of durability lost, the damage reduction is reduced. For example, a full set of diamond armor that have an overall dura of 75% will have a damage reduction of 75%. When you take damage this will happen:
100 damage
75 reduced by armor
The 75 damage is spread like this: 20% helmet, 29% to chestplate, 27% to leggings, and 23% to boots, with 1% thrown into the void. The armor is now damaged by the amount of damage absorbed by itself. Of course, Armor durability is also increased to scale the damage they need to absorb.
The helmet took 15 damage, the chestplate 22(21.75) damage, the leggings 20(.25) damage, and the boots 17(.25) damage.
And you take the 25 damage.
With this system, you need to periodically repair your armor.
Feedback about this new armor system?
OcD Simple Add-On!
Oh my, your Ideas... they're awesome! This + My Render Armor on your hand Idea would... you can guess what I'm about to say because this mod is so EPIC. Don't forget: shouldn't certain armors make you slower because they're heavy? Like when wearing full diamond you can't sprint... just thinking aloud.