Hello there, you're probably here for a Jojo's Bizarre Adventure mod, well you're in luck.
My name is KnightDemon, and I have obtained the source code from "VG" (correct me if that's the wrong name) from their blog post. It was released as 1.6.4 mod and I have updated it to work in 1.7.10. There are quite a few things no longer working that were in 1.6.4 however this mod is stable enough for 1.7.10, if you encounter any bugs, particularly crashing ones, please let me know so that I can get a new build out that won't have them. It should work with multiplayer however I am unable to fully test this with my setup.
Mod is still being worked on (posted 26th April 2020), updates are still being posted to Curse forge, and theres a discord you can join if you wish to. I will attempt to keep both MC versions updated so if you're a 1.7.10 player dont fret over the mod being in 1.12.2
DISCLAIMER : This mod is going to be regarded as a Work In Progress [WIP]. I do not own Jojo's Bizarre Adventure, created by Hirohiko Akira. Mod originally by "VG" (again, correct me if wrong).
Current released 1.12.2 - 1.1.0 (released 30th March 2020) - Recommended Forge : 1.12.2 - 14.23.5.2768
Current released 1.7.10 - 0.3.4 (released 27th February 2020) - Recommended Forge : 1.7.10 - 10.13.4.1558
HERE WE ARE!! The 1.12.2 update should now be available for download. It was an update to a version I've never worked with, so I learnt a lot about how 1.12.2 works and this should help with updating my other mods (feel free to check them out too). From the bug reports by ba7000 and Mel, who also helped provide some new sounds as well as help bug test release candidate versions, I was able to polish off this update enough to make it playable and still have most of what was in the 1.7.10 versions. The biggest downside is that I've had to disable the Time Stop ability completely whilst it gets completely reworked (again). Now, the mod won't be getting an update until after my other mods receive some love, this of course is unless there are some glaring bugs / crashing issues, which you're all welcome to report!!
Have fun with it, and make sure you give any feedback you think is needed.
1.12.2
JojoBAdv 1.0.0 - Changelog
1.12.2 - 1.0.0
===========================================================================
This is the long awaited Minecraft 1.12.2 version of Steve's Bizarre Adventure. I want to give a big thank you to Mel, who was my beta tester and is the main reason a lot of fixes were completed near the end of the port. They were very good at finding the bugs in this version, and along with their own server was able to help identify some crashing problems. Big things to note, 1 the Time Stop ability has been disabled completely in this version, it was buggy in 1.7.10 and just didn't work in 1.12.2. It will undergo a complete rewrite and will be disabled until it works. The Hand still remains the only Stand with any decently filled out abilities, but all stands (apart from Echoes) has at the least, basic attacks.
For the new additions, take notes, there is a new wool block which can be crafted into a "pack" of clothes. These when worn together will become a cloak. Whilst wearing this cloak, Vampires won't take damage unless looking up at the sun but instead the cloak will burn away instead. Suggested use is for quick movement across sunny areas, it will not last long so be quick. The Stone mask has received a new texture, and along with it 2 config options. 1 is the ability to have the vampire powers unlock with either killing or hurting, and the other option to be the number of times you either kill or hurt. Same entities remain, so villager or player.
----------------------------------------------------------------------
### --- Ported version 0.2.4 to MC 1.12.2. --- ###
Additions
====================
- Added config for kill or damage for stonemask.
- Added config for kill/damage count for stonemask.
- Dark Cloak clothing added.
- Dark Black Wool block added.
- Added barrage attack to The Hand.
- Added config to allow players to be scraped or not. (perm disabled in code right now)
Changes
====================
- Made new texture for the stonemask.
- Lots of tweaks / reworks for all stands.
- Changed stonemask destruction against anvil to be iron block.
- Added stonemask "used" tag, cannot cause vampirism with same mask.
- Reduced Vampires potion effect boosts.
- Made only sneak punch for The Hand cause scrape effect against entities.
- Vampire heal doesnt work if was attacked within a time limit.
- Vampire heal not work whilst wearing a cloak.
- Emperor gun item now faces correct direction in 3rd person.
- Players now take fall Damage again with stands. Reduction to return in future.
### WARNING ###
- Disabled Time Stop ability for The World and Star Platinum whilst bugfixing.
### WARNING ###
1.7.10
JojoBAdv 0.2.4 - Changelog
0.2.4
======================================================================
I wish I had this update out sooner, and I wish I could have fixed even more errors. This update patch is for Dedicated servers, as it contains many fixes (not listed) so that an multiplayer server shouldnt crash anymore. There may be more things that could crash a server but I may have missed it. Please enjoy this version if you have a server and I hope it does work. Sorry it's not the 1.12, but its on its way.
# Added passive heal to "Vampire Thrall".
# Fixed MANY Dedicated Server crashing bugs.
# Actually fixed Silver Chariot Sneak+Jump special this time.
# Vampires take extra damage from Hamon Users now.
# Made Emperors bullet die on entity collision.
# Added The Hands spawn sound. (thanks to Mel)
# Added The Hands scrape sound. (thanks to Mel)
# Reduced Vampire Thralls health to 60.
JojoBAdv 0.2.3 - Changelog
0.2.3
======================================================================
Despite starting this patch out on some multiplayer crashes, it grew quick, but hopefully the server crash errors are now fixed. Thanks to both ba70000 and Mel for their bug reports, suggestions and feedback. Whilst fixing 1 of the bugs I finished a half feature I started on 0.2.0, which is the ability to rename your stand. To do this you will need a nametag with a name, then just right click your stand and it will be renamed. As always please let me know if you come across bugs, particularly crashing ones. When throwing the Knife, you may have noticed that it sometimes just sticks in the air, I know the cause, but haven't fixed it yet, please do not report this as a bug.
Future plans, I will not be working on 0.2.4 unless there are actual crashing errors. Instead the next update for 1.7.10 will be the 0.3.0 version BUT not until after I have released the 1.12.2 version titled 1.0.0. It will just be a port of the 0.2.3 version to 1.12.2 so that the mod is playable at least. If I finish early in January, I may begin work on 0.3.0 and its counterpart 1.1.0 however some of you may be aware I have other mods and I intend to release an update for most of them all on the same day sometime in February or March. Then I will regularly update all mods a little bit at a time, so I just ask for patience with updates from now on.
Bug fixes
========================
- Silver Chariot hunger message display calls have been corrected.
- Crashes for servers in regards to clienty only functions.
- Stop Time says "not enough exp" for hunger message.
- Fixed possible Disc Power render crash.
- Fixed some of the hunger issues with the "Stop Time" ability.
- Fixed the "Stop Time" not deactivating properly at times.
- Stop Time now deactivates when moving out of range if player is the user.
- Hamon users now deal extra damage to "Vampiric" players
- Fixed crash which occured when obtaining The Emperor as your stand.
- Stands and cactus interactions fixed, no longer take damage from them.
- Fixed several stands quick attack on summon not deactivating the ability after use.
- Stands no longer drown and end up dealing damage to the player.
Changes
========================
- Reduced Crazy Diamonds special attack length from 6 seconds to 4 seconds.
- Reduced Star Platinums special attack length from 5 seconds to 4 seconds.
- Reduced Magician's Red special attack length from 5 seconds to 3 seconds.
- Disabled potion effects on stands
- Renamed Vampire to "Vampire Thrall"
- Removed summon sound when despawning a stand.
- Crazy Diamonds mode "Fusion" renamed to "Restoration".
Additions
========================
- Added ability to nickname Stands with a nametag.
JojoBAdv 0.2.2 - Changelog
0.2.2
======================================================================
Patch 0.2.2 is here, it should fix several hunger related issues with The World and Star Platinum but also a few other things that popped up and were discovered by ba70000 and Mel. I've added a couple config options for saving stand or power on death. Made Player take fall damage if over a certain height too, let me know if this should be changed further and even configurable.
Bug fixes
========================
- Stop Time ability now deactivates on 0 hunger.
- Stop Time needs hunger to deactivate, see above.
- Star Platinum hunger message showed as not enough exp.
- Stop Time should no longer take hunger in creative.
- Vampire heal now does less than sunlight damage.
- Hunger should decay at regular rate instead of isntantly.
- Crash when launching a server world due to errored item fixed.
- All stands "passive catch" should be changed slightly.
- Reduced Hamon User default spawn rate a little more.
Additions
========================
- New Config option to save the Stand on Death.
- New Config option to save the Powers on Death (Vampire/Hamon).
- Player now takes fall damage if over 5 blocks.
JojoBAdv 0.2.1 - Changelog
0.2.1
======================================================================
Update 0.2.1 is primarily a bug fix patch. Centred around mod conflict with Ender Core which stopped the stand arrow from being usable in survival. 2nd primary bug fix is the Knife, wherein it hit the player. I may have gone overboard on the little changes whilst doing so however it's going to happen and I've stopped here before spending a few days on
even more things to add into a patch update. Full changelog below.
Bug fixes
========================
- Removed "swing timer" debug code from "The World".
- Fixed stand giving hunger instead of taking it.
- Stand arrow now works in survival if EnderCore installed.
- Stand arrow now removes from inventory when used.
- Knives no longer damage player who threw them.
- Localisation text for Star Platinum's "no exp" now works.
Additions
========================
- Added timer delay for "hunger" message.
- Added timer delay for "not enough EXP" message.
- Added config to disable hunger from Stands being used.
- Added config to change time between hunger taken whilst stand is active.
- The Hand now uses hunger for sneaking powers.
- Knife will now break Reeds and Tripwires on hit.
Changes
========================
- Default key for summoning stand is now "V"
- Increased The Hands attract radius for Entities. Every 100 exp increases range by 1 to limit of 20.
- Reduced hunger use for hands warp power.
- Renamed "testmob" to "Diavolo". Says damage when attacked.
- Increased Stop Time cost from 0 to something.
JojoBAdv 0.2.0 - Changelog
Here we are, update 0.2.0 of Steve's Bizarre Adventure. Please report all bugs, glitches, or problems as soon as you can, the earlier I get them the faster and sooner I can make a patch update for it. This one originally started as just a patch update for the arrow now being usable in survival and a few other small issues, then I started working on some of the Stands powers. I ended up giving "The Hand" it's powers and fixing / adding Silver Chariot, Crazy Diamond, and Sticky Fingers powers, or at least something more than a punch. Echoes still doesn't have enough love for Act 1 and some usable powers, sorry, but I hope what's here is entertaining still.
As a note, version 1.0.0 for 1.12.2 is currently being worked on, is playable already, but is not at a releasable stage, there are several issues that stop Stands behaving like stands, and currently trying several things to remedy this. Items, Blocks, Renders, everything else really, already works. So hopefully I can get that out this year, if not, then definitely for the New Year. Merry Christmas everybody!
Here is the changelog for 0.2.0
Bug fixes
=================================
- Stand Arrow now usable in Survival mode.
- Right clicking no longer makes Stands attack.
- Stands no longer render on fire.
- Creative item's description now shows.
Changes
=================================
- Lowered Hamon User spawn rate.
- Lowered Vampire spawn rate.
- Some powers have been given cooldowns.
Additions
=================================
- Config file has been added.
= Hamon user spawn rates.
= Vampire spawn rates.
= Vampire sunlight burn.
= Stand exp gain and frequency.
- Silver Chariot attacks
= Sneak+Jump causes rapid flame attack.
= Sprint+Attack causes rapid attack.
- Crazy Diamond powers
= Sneak+Jump switches between "Destroy" and "Heal".
= Whilst Heal, extra damage to undead.
= Heal attacks cause blocks to fall, can use like a tunnel.
- Sticky Fingers powers
= Sneak+Jump whilst less than 2 hearts with 300 exp, causes extra hearts as a safety net.
- The Hands powers
= Sneaking causes items to attract to the player.
= Sneak for 3 seconds, then jump attracts entities.
= Sneak for 6 seconds, then jump destroys blocks.
= Sprint+Punch warps player forward.
JojoBAdv 0.1.0 - Changelog
First initial release after obtaining the source code for the 1.6.4 version. This is the 1.7.10 version. Highly likely that there are localization issues or powers not working, many things from the 1.6.4 version have had to be removed for defunct code or because it doesn't fit with the new layout of code I have made. Basic run through - Kill vampire for blood, blood crafted into mask, mask can be used for vampirism or befriending hamon user. Blood can also be used to craft a Stand Arrow which upon use will gift player a random stand. Stands also gain an Exp over time whilst being used, after enough Exp players can use the special abilites, the powers and exp required are different per stand, see below for requirements. Stop Time ability works, but has some weird rendering issues, will not affect the ability itself though.
== Items ==
- Vampire Blood = For crafting.
- Stone Mask = Befriend hamon with or use to become vampire, can be punched onto a zombie.
- Knife = Throwable item that deals damage.
- Creative only items = Used for testing but "Disc Power" is for a future stand too.
- Disc Power = Used with a gold block to save your stand. Used with an iron block to load your stand.
== Entities ==
- Many stands, i.e. StarPlatinum, The World, Silver Chariot etc. See below for quick guide.
- Vampire
- Hamon User
== Powers ==
- Stands = Activated with "F" after obtaining one.
- Vampire power = Alwyas on, obtain by killing villager / player whilst wearing the mask.
== Stands ==
!!! WARNING !!! : Will lose Stand upon Death
- Punch attacks
- Sprint + punch
- Sneak + jump (do these in order together, so jump but keep sneaking)
StarPlatinum and The World have "THE WORLD!!" to stop time, 400 and 200 exp respectively.
== Future ==
To be added back in are some stand powers and even some stands. Models are required for the missing stands from previous versions. Hamon is unobtainable for the player but Vampirism is. Vampirism however has been nerfed to just have buffs but powers will return in future. If looking through files you will notice several files for things not available, these will be in the future.
I intend to update this mod to 1.12.2 as soon as I understand the workings of Forge in 1.12.2. Currently in progress.
Credits
- KnightDemon
- VG (I hope this is correct)
What do you mean?
If you mean in regards to this mod specifically, no, I've said that in my post.
If you mean I've been around a few years and made a few mods myself, then yes.
Rollback Post to RevisionRollBack
Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
Good Morning!!
Update 0.2.0 for 1.7.10 should be getting approved sometime today, read OP for details.
As a note, 1.12.2 is being worked on, released hopefully this year, if not early January.
Please report bugs and glitches that you find as soon as possible, chances high they've been ported to 1.12.2 as well.
Rollback Post to RevisionRollBack
Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
I created an account to thank you, @KnightDemon, for updating this mod.
All hope seemed lost when VG abandoned the mod until you, of all people, picked it up. Seriously, thank you.
I came up with some ideas for this wonderful mod too, and I was hoping you could implement some of them, if not all:
- The Time Stop ability's effect on day cycle.
This data pack's version of the Time Stop ability temporarily stops the day cycle, or so it says ( their version of the ability was too short to even notice its effect on the sun ).
- Adding a Hunger cost for the Time Stop ability, similar to its 1.6.4 version. The cost depends on you.
Just a suggestion: 5 for Humans ( for a maximum of 2 Time Stops ) and 2 for Vampires ( for a maximum of 5 Time Stops ).
The difference in Hunger costs is optional. ( it might be difficult to code )
- Adding a separate Time Stop sfx. ( "stoptime.ogg" and "gotime.ogg" )
Currently, both The World and Star Platinum's code call "stoptime.ogg" and "gotime.ogg" which contains DIO's voice, despite having different users ( The World for DIO, and Star Platinum for Jotaro ).
- Adding a new Stand, "Gold Experience", whose abilities are quite similar to "Crazy Diamond" in a sense that they're both healer Stands:
Sneak + Jump lets the player switch to "Normal" and "Life Shot" mode ( like Crazy Diamond's Destroy and Heal ); "Life Shot" mode gives any mob / player an effect similar to eating an Enchanted Golden Apple ( Absorption I and Regeneration II ), but stuns them for a few seconds ( probably by setting 'movementSpeed' to 0, or a high Slowness effect ), with the same way of application as Crazy Diamond ( through punching ).
Gold Experience's attacks should NOT be able to destroy blocks like the former Stands ( Star Platinum, Crazy Diamond ), instead resembling Sticky Fingers' attacks. ( Sticky Fingers' rush attack does not pop blocks )
Some of the things I've noticed with this mod were:
Aerial mobs ( bats, for example ) do not freeze during the Time Stop ability's duration; instead, they continue to fly, albeit very slowly.
The Hand still uses the "last_ora.ogg" sound file upon Left Click. ( version 0.1.0 had this too )
Killer Queen is currently not usable.
Magician's Red lacks a special ability. ( Shift + Space )
You could probably make it engulf the area around the user with flames, with a range of 5 x 5 blocks. ( or whichever range you prefer )
Star Platinum's Time Stop ability calls a .txt file's filename instead of showing a message ( when the exp requirement is not yet satisfied ). Is this normal?
And some questions:
Originally, Sticky Fingers' power is to allow the player to "hide" in a mob, thus giving control of it ( this was shown in VG's blog ). Would this be possible to implement in the future?
The Time Stop ability's duration seems to be longer than the 1.6.4's version of it. Is it supposed to increase its duration, along with the player's exp? Or is it the range of the ability?
I know that you're busy with other mods ( such as MedaCraft and Blockacy of Kain ) and that you're helping other people with their mods too ( the MegaMan Battle Network mod ). But if you ever have the time, please think about it.
Again, thank you very much! I wish you good luck with your other projects, and Merry Christmas to you too!
You're welcome, I enjoyed working on it a lot too. And will continue to do so. I'll just go through your bullet points with replies too.
1. Data packs being resource packs but newere right? either way, I'm not good at manipulating the world itself, should be a simple process of just checking the world tick when activating the ability, then setting it again when ability ends however the way I've set the power up is to do it within an area rather than absolutely everything. This is more multiplayer friendly and why I did it, If there's 2 people activating the stand at different points on different ticks, I'm worried about how thatd affect the server so I'll keep this option off the table, sorry.
2. Time Stop should already have a hunger use, I might have missed adding it, but it will get one eventually if not. As for different between whether the player is a vampire or not, hadn't thought of doing that, I can make it optional too, very easy for that bit actualy.
3. Making sounds isn't something I've done, the sounds are originally from VG and in order to show off the ability happened I just assigned the stop and go times, in future when I have to get more sounds (I already know I need to) I'll look to see if Jotaro has his own recorded versions.
4. Gold Experience, as far as I knew, brought things to life, which I could do code side no problem as well, I just make the block it hit come to life, or have it spawn a random mob or something else entirely that resembled it's actual power. The description you've given sounds perfect for a normal life shot though. And well explained.
5. Your bug reports and questions :
- Aerial mobs don't freeze in place, thanks for letting me know, won't be quick to fix but I should be able to freeze them altogether in future.
- Sound files again I am limited with until I can make more. Using a sound is better than nothing I think.
- Killer Queen has a basic attack, it's abilities are not yet added as explained in changelogs.
- Magician's Red does need a special, it is on the to do list though.
- Star Platinum's Time Stop .txt for not enough exp is known, that is the string run to get a translated message depending on the player, and should be fixed in the patch update out later today; v 0.2.1
- I will be implementing Sticky Finger's Zip techniques, they were removed due to not working and I wanted a released version even if unfinished.
- I started working on extending time dependent on the players (stands) exp, and I think the range too, I can't remember if I just set a value or actually finished the code for it.
You seem quite knowledgable about the inner workings of mods already and have a nice grasp on things. Thank you for posting and letting me know your thoughts, they are very much appreciated. Thank you for your support on my other mods too, despite not having updated them in a long while, I do still intend to get back to them, I've gotten back into modding thanks to this Jojo's mod. If you get any more ideas or thoughts and want to share, go right ahead. I'm a fan of Jojo's but my knowledge only goes so deep till I have to google. More stands won't be getting added until there are models for them as well, for instance Echoes has it's Egg form but not Act 1, 2 or 3 despite there being plenty of code written from 1.6.4 for them. I'm too busy to make a model at the moment with patching and other mods along with real life stuff, it's Christmas, busy like everyone, however new stands are slowly going up the to do list. I'm glad you enjoy playing and hope you continue to do so.
Rollback Post to RevisionRollBack
Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
Update 0.2.1 is now live.
Mainly Ender Core compatibility but does have more bug fixes and quite a few small edits here and there too. Details in changelog. Enjoy.
@ba70000
I checked The World and Star Platinum, the stop time ability does scale with exp. I also added / increased the hunger cost from 0 to something. And even added your vampire option as a config. Default is false, so set to true if you want it to cost cheaper, only works with The World, not Star Platinum.
Your new skill ideas for the Stands are really, really great! I was actually disagreeing with some of VG's ability implementations in the 1.6.4 version ( Silver Chariot's special ability, Star Platinum's lack of Time Stop ability ) and you changed them into better versions! VG was also supposed to give Star Platinum a measly jump-boosting ability, while you gave it the Time Stop ability! I think it's easier to see which is better.
The Hand's ability change is spot on, along with the others! They were really faithful to the series!
1. Data packs being resource packs but newer right? either way, I'm not good at manipulating the world itself, should be a simple process of just checking the world tick when activating the ability, then setting it again when ability ends however the way I've set the power up is to do it within an area rather than absolutely everything. This is more multiplayer friendly and why I did it, If there's 2 people activating the stand at different points on different ticks, I'm worried about how that'd affect the server so I'll keep this option off the table, sorry.
No worries! Thanks for the explanation.
I like how you dealt with the ability's possible multiplayer balancing issues. I never thought it could cause problems to the server. I'm sorry!
Honestly, I'm actually contented with the current version ( the aerial mobs issue did surprise me a bit ), but whenever I see the day cycle go on during Time Stop, it just makes me a little confused.
2. Time Stop should already have a hunger use, I might have missed adding it, but it will get one eventually if not. As for different between whether the player is a vampire or not, hadn't thought of doing that, I can make it optional too, very easy for that bit actually.
3. Making sounds isn't something I've done, the sounds are originally from VG and in order to show off the ability happened I just assigned the stop and go times, in future when I have to get more sounds (I already know I need to) I'll look to see if Jotaro has his own recorded versions.
I'll be honest: this all started when I tried looking into the .class files using a decompiler ( I'm really sorry! ) to find out how you implemented an exp requirement for the Time Stop ability and how it scales with player exp. As I looked into the source code, I saw lines where an .ogg file is called upon activation (1.6.4 had this in the form of this.worldObj.playSoundAtEntity(this."jojo:filename",1.0f,1.0f) and this.spawnSound = "jojo:filename"). So I thought of changing the filename for that line of code, and add an .ogg file of the same filename in the .jar file ( \assets\jojobadv\sounds ). But ...
You seem quite knowledgeable about the inner workings of mods already and have a nice grasp on things.
... I only know a tiny, tiny bit about Java; I tried modifying the code to remove the exp requirement ( I wanted to test the Time Stop ability immediately to see the rendering issues and, yes, I was too lazy to gather exp for the Stand ) and to change the filename of the .ogg file that was supposed to be called, but sadly, I was unable to compile the edited .java file. It had a lot of errors, mainly 'cannot find symbol' and 'package does not exist' type of errors. Again, I apologize for trying to tamper with your code! I'm truly sorry!
And so, I decided to leave these Minecraft coding stuff to experts such as yourself. All I could do is replace VG's sound files into custom sound files ( which I took from the anime ) for personal use. ( An example to this is the "stoptime.ogg" file; I replaced VG's version with the anime version's so-called 'dubstep fart' sound whenever time was stopped )
4. Gold Experience, as far as I knew, brought things to life, which I could do code side no problem as well, I just make the block it hit come to life, or have it spawn a random mob or something else entirely that resembled it's actual power. The description you've given sounds perfect for a normal life shot though. And well explained.
Thanks for considering this! You're right, Gold Experience does bring inanimate objects to life, but when it gives life to a living being, their senses "go berserk" - that is, their consciousness temporarily jumps out of their body. This is shown during the fight with Sticky Fingers' user. ( Part 5 is now animated! )
But since I was unable to test whether Crazy Diamond's heal is a form of instant health or regeneration ( I am yet to test this with a friend in multiplayer, and I do not know what PotionEffect(Potion.field_76428_1.func_76396_c(),40,3) does ), I assumed it gave instant health. So, to gave a distinction between Gold Experience's ability to Crazy Diamond's, a regeneration effect would suffice.
Regarding the mob-spawning feature, I thought of it too, but wouldn't it cause server lag if a lot of mobs kept spawning? That's why I went with the "Life Shot" idea instead.
@ba70000
I checked The World and Star Platinum, the stop time ability does scale with exp. I also added / increased the hunger cost from 0 to something. And even added your vampire option as a config. Default is false, so set to true if you want it to cost cheaper, only works with The World, not Star Platinum.
You nailed it! Thank you very, very much!
Again, let me thank you for updating this mod! Of course, there is no need to rush, since you have already made a whole lot of good stuff!
I really like the way you handled the item problem with The Hand ( the 1.6.4 version kept giving you the same item that activates The Hand's ability in your inventory ), and I can't wait to see how you'll handle this problem with Killer Queen! ( its abilities relied on items in 1.6.4 too )
Please don't push yourself too hard, and have a wonderful and merry Christmas!
Your new skill ideas for the Stands are really, really great! I was actually disagreeing with some of VG's ability implementations in the 1.6.4 version ( Silver Chariot's special ability, Star Platinum's lack of Time Stop ability ) and you changed them into better versions! VG was also supposed to give Star Platinum a measly jump-boosting ability, while you gave it the Time Stop ability! I think it's easier to see which is better.
The Hand's ability change is spot on, along with the others! They were really faithful to the series!
I actually still plan on returning a weakened version of the jump ability that VG made for StarPlatinum. It will be a passive boost to jump that's all but it'll be more reminiscent of how having a stand behaved. Jotaro used his stand to leap up buildings and jump off them too so it's something that will still have a slight use in-game.
Now, on to the main points:
I like how you dealt with the ability's possible multiplayer balancing issues. I never thought it could cause problems to the server. I'm sorry!
Honestly, I'm actually contented with the current version ( the aerial mobs issue did surprise me a bit ), but whenever I see the day cycle go on during Time Stop, it just makes me a little confused.
I'm not sure how much it could affect a server, I just know there's a possibility for it to do something it shouldnt so I didnt risk it and just kept it simple..ish. As a note, if there are 2 players who have a stand capable of stopping time, there's already code there to deal with it. If it works that is, as I did have exp affect it, theres checks to compare the players exp and if one is higher than the one who's using it, it won't work like it should, so it could turn into a time stopped battle between 2 users.
Thanks for implementing this! (the vampire world use)
You're welcome, it's ideas and suggestions from others that help a mod grow a lot of the time, without it I wouldn't have thought to add it in but if it's something that might make people want to be a vampire then they can use it.
I'll be honest: this all started when I tried looking into the .class files using a decompiler ( I'm really sorry! ) to find out how you implemented an exp requirement for the Time Stop ability and how it scales with player exp. As I looked into the source code, I saw lines where an .ogg file is called upon activation. So I thought of changing the filename for that line of code, and add an .ogg file of the same filename in the .jar file ( \assets\jojobadv\sounds ). But ...
... I only know a tiny, tiny bit about Java; I tried modifying the code to remove the exp requirement ( I wanted to test the Time Stop ability immediately to see the rendering issues and, yes, I was too lazy to gather exp for the Stand ) and to change the filename of the .ogg file that was supposed to be called, but sadly, I was unable to compile the edited .java file. It had a lot of errors, mainly 'cannot find symbol' and 'package does not exist' type of errors. Again, I apologize for trying to tamper with your code! I'm truly sorry!
And so, I decided to leave these Minecraft coding stuff to experts such as yourself. All I could do is replace VG's sound files into custom sound files ( which I took from the anime ) for personal use. ( An example to this is the original "stoptime.ogg" file; I replaced VG's version with the anime version's so-called 'dubstep fart' sound whenever time was stopped )
Coding is a lot more difficult than just decompiling a mod, source code wise it wasn't originally my mod, I've only updated it, so it's a grey area in regards to me not wanting to show code but that wouldn't stop you from decompiling it. But yeah, you would need to decompile with Forge too in order to get all the references not show as errors but I don't know if that's possible, should be somehow.
Thanks for considering this! You're right, Gold Experience does bring inanimate objects to life, but when it gives life to a living object, their senses "go berserk" - that is, their consciousness temporarily jumps out of their body. This is shown during the fight with Sticky Fingers' user. ( Part 5 is now animated! )
Regarding the mob-spawning feature, I thought of it too, but wouldn't it cause server lag if a lot of mobs kept spawning? That's why I went with the "Life Shot" idea instead.
Server lag can be limited, if 1 player is constantly spawning new life mobs, then sure, but if you had a built in player limit, so say they could only bring 5 things to life at once then it wouldn't get far. If you set their life to be very small, they'd be gone before you'd create too many. Now when you say thier consciousness, do youmean Gold Experience or the new mob created? If new mob, easily sorted, just make it spam walk around and attack anything in sight, if the player, just set some potion effects to make it not as beneficial for the player. There's quite a few ways I can think to balance Gold Experiences powers out. But not a worry until I have a model, but I'll be keeping your life shot in mind.
You nailed it! Thank you very, very much!
You're welcome again, super simple to be honest. And I didn't think it right for Star Platinum to be cheaper cost considering the Jostar's aren't vampires.
Again, let me thank you for updating this mod! Of course, there is no need to rush, since you have already made a whole lot of good stuff!
I really like the way you handled the item problem with The Hand ( the 1.6.4 version kept giving you the same item that activates The Hand's ability in your inventory ), and I can't wait to see how you'll handle this problem with Killer Queen! ( its abilities relied on items in 1.6.4 too )
Please don't push yourself too hard, and have a wonderful and merry Christmas
I won't be pushing myself too much the rest of this year, mostly working on getting the 1.12.2 version releasable. Then updating that to have what I've added to the 1.7.10 version. As for the item problem, I agree, I didn't like how they were added in, either the fact you were given one everytime the stand spawned, or the fact that you had an item to use the stands powers to begin with. It's why the vampire had their item removed too, I know that VG was just going for a bit of fun, but I just didn't like it. Killer Queen will be a little tricky, but only on the setting a target part, other than that I can do how I did with the Hand, have the player sneak for so long and "activate" a block for targeting. My main focus for version 0.3.0 though will be either Killer Queen or Sticky Fingers getting their actual powers. If I decide to model Echoes then I'll be looking at getting that as a viable stand first.
Well enjoy the mod and look forward to what I do.
Rollback Post to RevisionRollBack
Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
I've come to report a couple of bugs for version 0.2.1!
Minecraft version: 1.7.10
Forge : 1.7.10 - 10.13.4.1558
Issues:
- Time Stop ability
effect lasts only for a very short time ( approximately 4 seconds ) regardless of exp, Stand ( The World / Star Platinum ), race ( Human / Vampire ) and ability duration ( see other issues below ) ( Optifine issue )
still drains Hunger bar in Creative mode
message says "Not enough EXP!" when player does not satisfy the Hunger requirement
deactivation does not drain Hunger, but has the same Hunger requirement as the activation, thus it cannot be deactivated when Hunger is too low ( see The World )
- The World
Time Stop ability drains Hunger at a rate of 1 Hunger point per second ( or half a drumstick ) while active regardless of race
Time Stop ability does not deactivate even when Hunger bar is empty
Time Stop ability drains the newly replenished Hunger points at the same rate until deactivated
- Star Platinum
Time Stop ability drains 4 Hunger points ( or 2 drumsticks ) per activation regardless of race; it does not drain the Hunger bar further while active
- Vampire race
does not take sunlight damage while stationary
- default key is still "F", instead of "V" ( delete config file, then try again )
I don't know if these are bugs or not, so I have separated them:
- Time Stop ability can be toggled
Time Stop ability lasts indefinitely as a result, until toggled off ( Optifine issue )
- Stands can still be summoned / dismissed despite having an empty Hunger bar
I'll look into the Time Stop not extending it's time further, it's possible theres 1 line of code thats been greyed out to override extra length.
Hunger taken in creative.
Wrong message shown when hunger not met.
Hunger required to de-activate & when hunger empty doesn't deactivate.
Vampires do not take sunlight damage while stationary.
I'll need to check the requirements, it's supposed to have a delay in taking the hunger whilst it's active. Star Platinum hunger requirements are set and don't change depending on race, I did say it was only "The World" being a Vamprie affected. The Default key should be V for fresh installs, if you check your "controls" in the pause menu, there should be a "default" button you can press, this will switch it to V.
Time Stop ability can be toggled... what do you mean? How do you toggle this constantly? It's supposed to have a time delay between activate and deactivate.
Stands can still be summoned / dismissed despite having an empty Hunger bar... I was debating switching the stands off at 0 hunger, but I left it so they could still be used, do you think this should be enabled? so that you can't summon stand whilst 0 hunger, and that it should be config?
Vampire regeneration outheals sunlight burn damage... It's finding the right balance for this 1, I'll need to look into sunlight damage and vampire heal and find the point where heal is less than damage and have that be the minimum achievable through config.
Config through "mods" button... I have to enable that use, but I dont know how. You can still access the auto-generated file in your roaming folder, see note below.
Config file is auto generated, and if you haven't deleted it before installing the new version it could cause problems, I'd say delete the config and test things again, I'd also say look at the options available. Again being a Vampire and using Stop Time with The World doesn't change the hunger requirement unless you set the config to true. If you find anymore bugs or issues let me know asap, I intend to make a patch by 27th. Your support here is really making me want to continue modding, having these mini points to work towards something instead of sitting here going "now what?" even though I have plenty to do. So thank you.
Rollback Post to RevisionRollBack
Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
First of all, I must apologize for making you work during Christmas, while at the same time having lots of work to do. I'm sorry.
I'm sure you have already noticed, but I like using bullets. It makes it a lot more readable, for me.
Anyway, I have done just as you instructed ( deleting the .cfg file ), and yes, that fixed the hotkey problem. ( I did not bother deleting it since 0.1.0 )
Also:
- Regarding the issues of the Time Stop ability:
The ability calls two different sound files for activation and deactivation: "stoptime.ogg" and "gotime.ogg", respectively.
In the earlier versions ( 0.1.0 and VG's 1.6.4 version ), the ability calls the stoptime.ogg file upon activation; the ability's effect ( seems to be a high Slowness potion effect ) starts immediately as the sound file is called. This effect is retained until after a set amount of time when the ability calls the gotime.ogg file ( this marks the time when the ability is deactivated ); the ability deactivates itself without the need for player input.
Currently, the ability does the same upon activation: it calls the same file ( stoptime.ogg ) and the effect starts along with it. But instead of holding the effect ( the Slowness effect ) until the ability's deactivation, it goes away after an estimated time of 4 seconds ( my custom stoptime.ogg file lasts 4 seconds ).
The ability will never call the deactivation sound file ( gotime.ogg ) until it received player input ( Shift + Space ).
This means it will continue draining Hunger while using The World, until it is deactivated.
This behavior of the ability's activation / deactivation resembles a "toggle" feature, which is a bit far from how it was implemented in version 0.1.0. This does not seem to be written in the changelogs.
Yes, there is a time delay between the activation and deactivation of the ability, however, that was not the issue. I hope I explained it clearly above ( see above post )
- Regarding the Hunger issues:
Simply put, The World's Time Stop ability keeps draining Hunger, while Star Platinum only drains once. Is this intended?
Stands can still be summoned / dismissed despite having an empty Hunger bar... I was debating switching the stands off at 0 hunger, but I left it so they could still be used, do you think this should be enabled? so that you can't summon stand whilst 0 hunger, and that it should be config?
Vampire regeneration outheals sunlight burn damage... It's finding the right balance for this 1, I'll need to look into sunlight damage and vampire heal and find the point where heal is less than damage and have that be the minimum achievable through config.
The Stands are pretty much useless without Hunger points anyway, so keeping them with you while having an empty Hunger bar is the same as not having them at all. ( besides having a little bit of range in your basic attacks, I guess )
-Should this be enabled? That's certainly not for me to decide, since other people also download this mod; they may or may not agree.
-Should it be added to the config? Yes! I myself would enable this, if such an option were available.
Thanks for looking into the vampire regeneration issue!
That is a strange bug to occur considering I haven't messed with how the activation and deactivation works for the Stop Time ability since before the 0.1.0 release. Adding in the hunger and such doesnt change that either so I have no idea how this has occured. As far as the ability lasting only as long as the sound file is irrelevant, it doesn't get the sound file for it's length, thats just an extra thing on top. I'll look into this though, see where its going wrong.
I thought that keeping them active still gives you the attack but then the player also receives other bonuses from having their stand out. But thanks, I'll add it in and just make it configurable.
Rollback Post to RevisionRollBack
Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
I found the culprit: I was using Optifine 1.7.10 HD with it.
Deleting the file from my 'mods' folder seemed to fix the Time Stop ability issues.
However, I found another one ( this time, with Optifine removed, and deleting the config file a second time ):
- When activating Star Platinum's Time Stop ability after it has automatically deactivated, it deactivates instead.
To explain this further, the ability is supposed to activate ( upon player input, after the time delay ) after deactivation ( the ability deactivates itself automatically after a set time ). What happens is, it deactivates a second time upon player input. ( even though it is deactivated. )
This does not seem to happen with The World.
My question regarding the Hunger cost changes with The World and Star Platinum remains the same. ( see my post before this one )
That is a strange bug to occur considering I haven't messed with how the activation and deactivation works for the Stop Time ability since before the 0.1.0 release. Adding in the hunger and such doesnt change that either so I have no idea how this has occured. As far as the ability lasting only as long as the sound file is irrelevant, it doesn't get the sound file for it's length, thats just an extra thing on top. I'll look into this though, see where its going wrong.
I thought that keeping them active still gives you the attack but then the player also receives other bonuses from having their stand out. But thanks, I'll add it in and just make it configurable.
Sorry, I didn't mean to say that the ability gets the sound file for its length. I was only trying to measure how long the effect lasted before it goes off ( and surprisingly, it matched the length of my custom sound file ). I thought it was worth reporting.
I apologize for my mistakes regarding bug testing. As always, thank you for the hard work!
I found the culprit: I was using Optifine 1.7.10 HD with it.
Deleting the file from my 'mods' folder seemed to fix the Time Stop ability issues.
This just raises other questions, like how is Optifine affecting the mod at all.
- When activating Star Platinum's Time Stop ability after it has automatically deactivated, it deactivates instead.
To explain this further, the ability is supposed to activate ( upon player input, after the time delay ) after deactivation ( the ability deactivates itself automatically after a set time ). What happens is, it deactivates a second time upon player input. ( even though it is deactivated. )
This does not seem to happen with The World.
I see, that'll just be teh code firing without checking for hunger deactivation instead, easy fix so nothing to worry about It'll be sorted in the patch.
My question regarding the Hunger cost changes with The World and Star Platinum remains the same. ( see my post before this one )
I can't find what you mean but I'll look over everything and add in extra configs and such for other things. After the next patch if things still aren't right, just let me know again.
Sorry, I didn't mean to say that the ability gets the sound file for its length. I was only trying to measure how long the effect lasted before it goes off ( and surprisingly, it matched the length of my custom sound file ). I thought it was worth reporting. I apologize for my mistakes regarding bug testing. As always, thank you for the hard work! I have edited my previous posts.
Ah no worries, I'll just work with what I can and see how well the 27th's patch update will go.
Rollback Post to RevisionRollBack
Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
AH! I see what you mean now, and I know the reason for it, I did intend for the Stop Time ability to take hunger gradually whilst using it so to limit people from having high exp and just keeping it on forever. It's half old code I didn't remove but thank you for the video, it really clarifies what you mean. As for the optifine, if you can get a recording of that happenning too, it might help me see the whole thing in action to see if I can make a compatibility for that. Doubtful but maybe.
I can get that fixed instantly in the patch but do you think the Stop Time ability should have a gradual hunger use as shown but slower or just disabled and it only be the instant use? Or what about switch it all to gradual use dependent on exp? Either are both possible answers but If I make that decision purely by myself without any user input it might not be well received.
And you just testing and providing this feedback goes a long way, it really does. It helps keep me motivated to keep updating the mod rather than ignore it and then eventually just give up. I dont like doing that and thus why my other mods seem to never get updated past a month or two of their original release. I always say I'll never let them die, and I wont, but I havent updated them for ages, so it can feel like they are dead.
Rollback Post to RevisionRollBack
Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
I've come to provide a video about version 0.2.1's Optifine 1.7.10 HD issue. ( file is Optifine-1.7.10_HD_U_E7.jar if that matters )
I purposely made the video a bit longer to show you that the ability does not deactivate by itself. Hunger points also kept being drained until the bar goes empty; it became a bit of a problem since the player could not deactivate the ability ( the deactivation also checked Hunger ), thus resulting in an empty bar. In Survival mode, this could be dangerous. ( the regeneration was because the difficulty was set to Peaceful )
I myself really like your idea of the Time Stop ability taking Hunger points.
Letting it drain instead of instantly taking Hunger points is, for me, a better mechanic. No need to make it depend on exp; it just has to drain Hunger points as long as the ability is active.
Didn't you also implement this change in version 0.1.0? It did not show this kind of Hunger cost issue there, so I went and reported this.
The Optifine issue really isn't such a problem. I just wanted to let you know whether this mod had compatibility issues.
I suddenly ran into this particular bug, that's all. There is no need to rush a compatibility fix for it.
I plan to keep informing you in this thread about possible issues that I might find while playing.
If I can't explain it properly through text, I will provide a video instead.
Your video has somehow turned into the widget I use to show this mod.
In 0.1.0 the hunger didnt decrease because the player would receive food. This was a bug that got fixed in 0.2.1, so the player would lose the hunger from the Stop Time but then immediately recover it from the Stand being active. And seeing as you like the idea that the player lose hunger gradually, i'll change this, and I'd rather have it be affected by exp somehow so I can always have it make the hunger lost be slower with more exp. But to keep it a little balanced for if you get loads of exp and thus having the hunger be super decreased I will make it set the ability acitvation to use some hunger.
Optifine might not be an issue, at least not these days, however many people still use Optifine for many reasons, 1 can be to use the zoom feature, another can be to make the game run far smoother so I can always try to make it compatible so long as I can figure out why it's causing an issue.
Rollback Post to RevisionRollBack
Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
Hello there, you're probably here for a Jojo's Bizarre Adventure mod, well you're in luck.
My name is KnightDemon, and I have obtained the source code from "VG" (correct me if that's the wrong name) from their blog post. It was released as 1.6.4 mod and I have updated it to work in 1.7.10. There are quite a few things no longer working that were in 1.6.4 however this mod is stable enough for 1.7.10, if you encounter any bugs, particularly crashing ones, please let me know so that I can get a new build out that won't have them. It should work with multiplayer however I am unable to fully test this with my setup.
Mod is still being worked on (posted 26th April 2020), updates are still being posted to Curse forge, and theres a discord you can join if you wish to. I will attempt to keep both MC versions updated so if you're a 1.7.10 player dont fret over the mod being in 1.12.2
DISCLAIMER : This mod is going to be regarded as a Work In Progress [WIP]. I do not own Jojo's Bizarre Adventure, created by Hirohiko Akira. Mod originally by "VG" (again, correct me if wrong).
Current released 1.12.2 - 1.1.0 (released 30th March 2020) - Recommended Forge : 1.12.2 - 14.23.5.2768
Current released 1.7.10 - 0.3.4 (released 27th February 2020) - Recommended Forge : 1.7.10 - 10.13.4.1558
DOWNLOAD
RECIPES
15th January 2019
HERE WE ARE!! The 1.12.2 update should now be available for download. It was an update to a version I've never worked with, so I learnt a lot about how 1.12.2 works and this should help with updating my other mods (feel free to check them out too). From the bug reports by ba7000 and Mel, who also helped provide some new sounds as well as help bug test release candidate versions, I was able to polish off this update enough to make it playable and still have most of what was in the 1.7.10 versions. The biggest downside is that I've had to disable the Time Stop ability completely whilst it gets completely reworked (again). Now, the mod won't be getting an update until after my other mods receive some love, this of course is unless there are some glaring bugs / crashing issues, which you're all welcome to report!!
Have fun with it, and make sure you give any feedback you think is needed.
1.12.2
JojoBAdv 1.0.0 - Changelog
1.12.2 - 1.0.0
===========================================================================
This is the long awaited Minecraft 1.12.2 version of Steve's Bizarre Adventure. I want to give a big thank you to Mel, who was my beta tester and is the main reason a lot of fixes were completed near the end of the port. They were very good at finding the bugs in this version, and along with their own server was able to help identify some crashing problems. Big things to note, 1 the Time Stop ability has been disabled completely in this version, it was buggy in 1.7.10 and just didn't work in 1.12.2. It will undergo a complete rewrite and will be disabled until it works. The Hand still remains the only Stand with any decently filled out abilities, but all stands (apart from Echoes) has at the least, basic attacks.
For the new additions, take notes, there is a new wool block which can be crafted into a "pack" of clothes. These when worn together will become a cloak. Whilst wearing this cloak, Vampires won't take damage unless looking up at the sun but instead the cloak will burn away instead. Suggested use is for quick movement across sunny areas, it will not last long so be quick. The Stone mask has received a new texture, and along with it 2 config options. 1 is the ability to have the vampire powers unlock with either killing or hurting, and the other option to be the number of times you either kill or hurt. Same entities remain, so villager or player.
----------------------------------------------------------------------
### --- Ported version 0.2.4 to MC 1.12.2. --- ###
Additions
====================
- Added config for kill or damage for stonemask.
- Added config for kill/damage count for stonemask.
- Dark Cloak clothing added.
- Dark Black Wool block added.
- Added barrage attack to The Hand.
- Added config to allow players to be scraped or not. (perm disabled in code right now)
Changes
====================
- Made new texture for the stonemask.
- Lots of tweaks / reworks for all stands.
- Changed stonemask destruction against anvil to be iron block.
- Added stonemask "used" tag, cannot cause vampirism with same mask.
- Reduced Vampires potion effect boosts.
- Made only sneak punch for The Hand cause scrape effect against entities.
- Vampire heal doesnt work if was attacked within a time limit.
- Vampire heal not work whilst wearing a cloak.
- Emperor gun item now faces correct direction in 3rd person.
- Players now take fall Damage again with stands. Reduction to return in future.
### WARNING ###
- Disabled Time Stop ability for The World and Star Platinum whilst bugfixing.
### WARNING ###
1.7.10
JojoBAdv 0.2.4 - Changelog
0.2.4
======================================================================
I wish I had this update out sooner, and I wish I could have fixed even more errors. This update patch is for Dedicated servers, as it contains many fixes (not listed) so that an multiplayer server shouldnt crash anymore. There may be more things that could crash a server but I may have missed it. Please enjoy this version if you have a server and I hope it does work. Sorry it's not the 1.12, but its on its way.
# Added passive heal to "Vampire Thrall".
# Fixed MANY Dedicated Server crashing bugs.
# Actually fixed Silver Chariot Sneak+Jump special this time.
# Vampires take extra damage from Hamon Users now.
# Made Emperors bullet die on entity collision.
# Added The Hands spawn sound. (thanks to Mel)
# Added The Hands scrape sound. (thanks to Mel)
# Reduced Vampire Thralls health to 60.
JojoBAdv 0.2.3 - Changelog
0.2.3
======================================================================
Despite starting this patch out on some multiplayer crashes, it grew quick, but hopefully the server crash errors are now fixed. Thanks to both ba70000 and Mel for their bug reports, suggestions and feedback. Whilst fixing 1 of the bugs I finished a half feature I started on 0.2.0, which is the ability to rename your stand. To do this you will need a nametag with a name, then just right click your stand and it will be renamed. As always please let me know if you come across bugs, particularly crashing ones. When throwing the Knife, you may have noticed that it sometimes just sticks in the air, I know the cause, but haven't fixed it yet, please do not report this as a bug.
Future plans, I will not be working on 0.2.4 unless there are actual crashing errors. Instead the next update for 1.7.10 will be the 0.3.0 version BUT not until after I have released the 1.12.2 version titled 1.0.0. It will just be a port of the 0.2.3 version to 1.12.2 so that the mod is playable at least. If I finish early in January, I may begin work on 0.3.0 and its counterpart 1.1.0 however some of you may be aware I have other mods and I intend to release an update for most of them all on the same day sometime in February or March. Then I will regularly update all mods a little bit at a time, so I just ask for patience with updates from now on.
Bug fixes
========================
- Silver Chariot hunger message display calls have been corrected.
- Crashes for servers in regards to clienty only functions.
- Stop Time says "not enough exp" for hunger message.
- Fixed possible Disc Power render crash.
- Fixed some of the hunger issues with the "Stop Time" ability.
- Fixed the "Stop Time" not deactivating properly at times.
- Stop Time now deactivates when moving out of range if player is the user.
- Hamon users now deal extra damage to "Vampiric" players
- Fixed crash which occured when obtaining The Emperor as your stand.
- Stands and cactus interactions fixed, no longer take damage from them.
- Fixed several stands quick attack on summon not deactivating the ability after use.
- Stands no longer drown and end up dealing damage to the player.
Changes
========================
- Reduced Crazy Diamonds special attack length from 6 seconds to 4 seconds.
- Reduced Star Platinums special attack length from 5 seconds to 4 seconds.
- Reduced Magician's Red special attack length from 5 seconds to 3 seconds.
- Disabled potion effects on stands
- Renamed Vampire to "Vampire Thrall"
- Removed summon sound when despawning a stand.
- Crazy Diamonds mode "Fusion" renamed to "Restoration".
Additions
========================
- Added ability to nickname Stands with a nametag.
JojoBAdv 0.2.2 - Changelog
0.2.2
======================================================================
Patch 0.2.2 is here, it should fix several hunger related issues with The World and Star Platinum but also a few other things that popped up and were discovered by ba70000 and Mel. I've added a couple config options for saving stand or power on death. Made Player take fall damage if over a certain height too, let me know if this should be changed further and even configurable.
Bug fixes
========================
- Stop Time ability now deactivates on 0 hunger.
- Stop Time needs hunger to deactivate, see above.
- Star Platinum hunger message showed as not enough exp.
- Stop Time should no longer take hunger in creative.
- Vampire heal now does less than sunlight damage.
- Hunger should decay at regular rate instead of isntantly.
- Crash when launching a server world due to errored item fixed.
- All stands "passive catch" should be changed slightly.
- Reduced Hamon User default spawn rate a little more.
Additions
========================
- New Config option to save the Stand on Death.
- New Config option to save the Powers on Death (Vampire/Hamon).
- Player now takes fall damage if over 5 blocks.
JojoBAdv 0.2.1 - Changelog
0.2.1
======================================================================
Update 0.2.1 is primarily a bug fix patch. Centred around mod conflict with Ender Core which stopped the stand arrow from being usable in survival. 2nd primary bug fix is the Knife, wherein it hit the player. I may have gone overboard on the little changes whilst doing so however it's going to happen and I've stopped here before spending a few days on
even more things to add into a patch update. Full changelog below.
Bug fixes
========================
- Removed "swing timer" debug code from "The World".
- Fixed stand giving hunger instead of taking it.
- Stand arrow now works in survival if EnderCore installed.
- Stand arrow now removes from inventory when used.
- Knives no longer damage player who threw them.
- Localisation text for Star Platinum's "no exp" now works.
Additions
========================
- Added timer delay for "hunger" message.
- Added timer delay for "not enough EXP" message.
- Added config to disable hunger from Stands being used.
- Added config to change time between hunger taken whilst stand is active.
- The Hand now uses hunger for sneaking powers.
- Knife will now break Reeds and Tripwires on hit.
Changes
========================
- Default key for summoning stand is now "V"
- Increased The Hands attract radius for Entities. Every 100 exp increases range by 1 to limit of 20.
- Reduced hunger use for hands warp power.
- Renamed "testmob" to "Diavolo". Says damage when attacked.
- Increased Stop Time cost from 0 to something.
JojoBAdv 0.2.0 - Changelog
Here we are, update 0.2.0 of Steve's Bizarre Adventure. Please report all bugs, glitches, or problems as soon as you can, the earlier I get them the faster and sooner I can make a patch update for it. This one originally started as just a patch update for the arrow now being usable in survival and a few other small issues, then I started working on some of the Stands powers. I ended up giving "The Hand" it's powers and fixing / adding Silver Chariot, Crazy Diamond, and Sticky Fingers powers, or at least something more than a punch. Echoes still doesn't have enough love for Act 1 and some usable powers, sorry, but I hope what's here is entertaining still.
As a note, version 1.0.0 for 1.12.2 is currently being worked on, is playable already, but is not at a releasable stage, there are several issues that stop Stands behaving like stands, and currently trying several things to remedy this. Items, Blocks, Renders, everything else really, already works. So hopefully I can get that out this year, if not, then definitely for the New Year. Merry Christmas everybody!
Here is the changelog for 0.2.0
Bug fixes
=================================
- Stand Arrow now usable in Survival mode.
- Right clicking no longer makes Stands attack.
- Stands no longer render on fire.
- Creative item's description now shows.
Changes
=================================
- Lowered Hamon User spawn rate.
- Lowered Vampire spawn rate.
- Some powers have been given cooldowns.
Additions
=================================
- Config file has been added.
= Hamon user spawn rates.
= Vampire spawn rates.
= Vampire sunlight burn.
= Stand exp gain and frequency.
- Silver Chariot attacks
= Sneak+Jump causes rapid flame attack.
= Sprint+Attack causes rapid attack.
- Crazy Diamond powers
= Sneak+Jump switches between "Destroy" and "Heal".
= Whilst Heal, extra damage to undead.
= Heal attacks cause blocks to fall, can use like a tunnel.
- Sticky Fingers powers
= Sneak+Jump whilst less than 2 hearts with 300 exp, causes extra hearts as a safety net.
- The Hands powers
= Sneaking causes items to attract to the player.
= Sneak for 3 seconds, then jump attracts entities.
= Sneak for 6 seconds, then jump destroys blocks.
= Sprint+Punch warps player forward.
JojoBAdv 0.1.0 - Changelog
First initial release after obtaining the source code for the 1.6.4 version. This is the 1.7.10 version. Highly likely that there are localization issues or powers not working, many things from the 1.6.4 version have had to be removed for defunct code or because it doesn't fit with the new layout of code I have made. Basic run through - Kill vampire for blood, blood crafted into mask, mask can be used for vampirism or befriending hamon user. Blood can also be used to craft a Stand Arrow which upon use will gift player a random stand. Stands also gain an Exp over time whilst being used, after enough Exp players can use the special abilites, the powers and exp required are different per stand, see below for requirements. Stop Time ability works, but has some weird rendering issues, will not affect the ability itself though.
== Items ==
- Vampire Blood = For crafting.
- Stone Mask = Befriend hamon with or use to become vampire, can be punched onto a zombie.
- Knife = Throwable item that deals damage.
- Creative only items = Used for testing but "Disc Power" is for a future stand too.
- Disc Power = Used with a gold block to save your stand. Used with an iron block to load your stand.
== Entities ==
- Many stands, i.e. StarPlatinum, The World, Silver Chariot etc. See below for quick guide.
- Vampire
- Hamon User
== Powers ==
- Stands = Activated with "F" after obtaining one.
- Vampire power = Alwyas on, obtain by killing villager / player whilst wearing the mask.
== Stands ==
!!! WARNING !!! : Will lose Stand upon Death
- Punch attacks
- Sprint + punch
- Sneak + jump (do these in order together, so jump but keep sneaking)
StarPlatinum and The World have "THE WORLD!!" to stop time, 400 and 200 exp respectively.
== Future ==
To be added back in are some stand powers and even some stands. Models are required for the missing stands from previous versions. Hamon is unobtainable for the player but Vampirism is. Vampirism however has been nerfed to just have buffs but powers will return in future. If looking through files you will notice several files for things not available, these will be in the future.
I intend to update this mod to 1.12.2 as soon as I understand the workings of Forge in 1.12.2. Currently in progress.
Credits
- KnightDemon
- VG (I hope this is correct)
- ba70000 = Bug reports & feedback
- Mel = Bug reports & feedback
Are you an original mod developmer?
What do you mean?
If you mean in regards to this mod specifically, no, I've said that in my post.
If you mean I've been around a few years and made a few mods myself, then yes.
Dude this is like a dream come true I always hoped somebody would update this. Nice work man.
Good Morning!!
Update 0.2.0 for 1.7.10 should be getting approved sometime today, read OP for details.
As a note, 1.12.2 is being worked on, released hopefully this year, if not early January.
Please report bugs and glitches that you find as soon as possible, chances high they've been ported to 1.12.2 as well.
Hi!
I created an account to thank you, @KnightDemon, for updating this mod.
All hope seemed lost when VG abandoned the mod until you, of all people, picked it up. Seriously, thank you.
I came up with some ideas for this wonderful mod too, and I was hoping you could implement some of them, if not all:
- The Time Stop ability's effect on day cycle.
- Adding a Hunger cost for the Time Stop ability, similar to its 1.6.4 version. The cost depends on you.
- Adding a separate Time Stop sfx. ( "stoptime.ogg" and "gotime.ogg" )
- Adding a new Stand, "Gold Experience", whose abilities are quite similar to "Crazy Diamond" in a sense that they're both healer Stands:
Some of the things I've noticed with this mod were:
And some questions:
I know that you're busy with other mods ( such as MedaCraft and Blockacy of Kain ) and that you're helping other people with their mods too ( the MegaMan Battle Network mod ). But if you ever have the time, please think about it.
Again, thank you very much! I wish you good luck with your other projects, and Merry Christmas to you too!
You're welcome, I enjoyed working on it a lot too. And will continue to do so. I'll just go through your bullet points with replies too.
1. Data packs being resource packs but newere right? either way, I'm not good at manipulating the world itself, should be a simple process of just checking the world tick when activating the ability, then setting it again when ability ends however the way I've set the power up is to do it within an area rather than absolutely everything. This is more multiplayer friendly and why I did it, If there's 2 people activating the stand at different points on different ticks, I'm worried about how thatd affect the server so I'll keep this option off the table, sorry.
2. Time Stop should already have a hunger use, I might have missed adding it, but it will get one eventually if not. As for different between whether the player is a vampire or not, hadn't thought of doing that, I can make it optional too, very easy for that bit actualy.
3. Making sounds isn't something I've done, the sounds are originally from VG and in order to show off the ability happened I just assigned the stop and go times, in future when I have to get more sounds (I already know I need to) I'll look to see if Jotaro has his own recorded versions.
4. Gold Experience, as far as I knew, brought things to life, which I could do code side no problem as well, I just make the block it hit come to life, or have it spawn a random mob or something else entirely that resembled it's actual power. The description you've given sounds perfect for a normal life shot though. And well explained.
5. Your bug reports and questions :
- Aerial mobs don't freeze in place, thanks for letting me know, won't be quick to fix but I should be able to freeze them altogether in future.
- Sound files again I am limited with until I can make more. Using a sound is better than nothing I think.
- Killer Queen has a basic attack, it's abilities are not yet added as explained in changelogs.
- Magician's Red does need a special, it is on the to do list though.
- Star Platinum's Time Stop .txt for not enough exp is known, that is the string run to get a translated message depending on the player, and should be fixed in the patch update out later today; v 0.2.1
- I will be implementing Sticky Finger's Zip techniques, they were removed due to not working and I wanted a released version even if unfinished.
- I started working on extending time dependent on the players (stands) exp, and I think the range too, I can't remember if I just set a value or actually finished the code for it.
You seem quite knowledgable about the inner workings of mods already and have a nice grasp on things. Thank you for posting and letting me know your thoughts, they are very much appreciated. Thank you for your support on my other mods too, despite not having updated them in a long while, I do still intend to get back to them, I've gotten back into modding thanks to this Jojo's mod. If you get any more ideas or thoughts and want to share, go right ahead. I'm a fan of Jojo's but my knowledge only goes so deep till I have to google. More stands won't be getting added until there are models for them as well, for instance Echoes has it's Egg form but not Act 1, 2 or 3 despite there being plenty of code written from 1.6.4 for them. I'm too busy to make a model at the moment with patching and other mods along with real life stuff, it's Christmas, busy like everyone, however new stands are slowly going up the to do list. I'm glad you enjoy playing and hope you continue to do so.
Update 0.2.1 is now live.
Mainly Ender Core compatibility but does have more bug fixes and quite a few small edits here and there too. Details in changelog. Enjoy.
@ba70000
I checked The World and Star Platinum, the stop time ability does scale with exp. I also added / increased the hunger cost from 0 to something. And even added your vampire option as a config. Default is false, so set to true if you want it to cost cheaper, only works with The World, not Star Platinum.
Thanks for the quick reply, @KnightDemon!
Your new skill ideas for the Stands are really, really great! I was actually disagreeing with some of VG's ability implementations in the 1.6.4 version ( Silver Chariot's special ability, Star Platinum's lack of Time Stop ability ) and you changed them into better versions! VG was also supposed to give Star Platinum a measly jump-boosting ability, while you gave it the Time Stop ability! I think it's easier to see which is better.
The Hand's ability change is spot on, along with the others! They were really faithful to the series!
Now, on to the main points:
No worries! Thanks for the explanation.
I like how you dealt with the ability's possible multiplayer balancing issues. I never thought it could cause problems to the server. I'm sorry!
Honestly, I'm actually contented with the current version ( the aerial mobs issue did surprise me a bit ), but whenever I see the day cycle go on during Time Stop, it just makes me a little confused.
Thanks for implementing this!
I'll be honest: this all started when I tried looking into the .class files using a decompiler ( I'm really sorry! ) to find out how you implemented an exp requirement for the Time Stop ability and how it scales with player exp. As I looked into the source code, I saw lines where an .ogg file is called upon activation (1.6.4 had this in the form of this.worldObj.playSoundAtEntity(this."jojo:filename",1.0f,1.0f) and this.spawnSound = "jojo:filename"). So I thought of changing the filename for that line of code, and add an .ogg file of the same filename in the .jar file ( \assets\jojobadv\sounds ). But ...
... I only know a tiny, tiny bit about Java; I tried modifying the code to remove the exp requirement ( I wanted to test the Time Stop ability immediately to see the rendering issues and, yes, I was too lazy to gather exp for the Stand ) and to change the filename of the .ogg file that was supposed to be called, but sadly, I was unable to compile the edited .java file. It had a lot of errors, mainly 'cannot find symbol' and 'package does not exist' type of errors. Again, I apologize for trying to tamper with your code! I'm truly sorry!
And so, I decided to leave these Minecraft coding stuff to experts such as yourself. All I could do is replace VG's sound files into custom sound files ( which I took from the anime ) for personal use. ( An example to this is the "stoptime.ogg" file; I replaced VG's version with the anime version's so-called 'dubstep fart' sound whenever time was stopped )
Thanks for considering this! You're right, Gold Experience does bring inanimate objects to life, but when it gives life to a living being, their senses "go berserk" - that is, their consciousness temporarily jumps out of their body. This is shown during the fight with Sticky Fingers' user. ( Part 5 is now animated! )
But since I was unable to test whether Crazy Diamond's heal is a form of instant health or regeneration ( I am yet to test this with a friend in multiplayer, and I do not know what PotionEffect(Potion.field_76428_1.func_76396_c(),40,3) does ), I assumed it gave instant health. So, to gave a distinction between Gold Experience's ability to Crazy Diamond's, a regeneration effect would suffice.
Regarding the mob-spawning feature, I thought of it too, but wouldn't it cause server lag if a lot of mobs kept spawning? That's why I went with the "Life Shot" idea instead.
You nailed it! Thank you very, very much!
Again, let me thank you for updating this mod! Of course, there is no need to rush, since you have already made a whole lot of good stuff!
I really like the way you handled the item problem with The Hand ( the 1.6.4 version kept giving you the same item that activates The Hand's ability in your inventory ), and I can't wait to see how you'll handle this problem with Killer Queen! ( its abilities relied on items in 1.6.4 too )
Please don't push yourself too hard, and have a wonderful and merry Christmas!
I actually still plan on returning a weakened version of the jump ability that VG made for StarPlatinum. It will be a passive boost to jump that's all but it'll be more reminiscent of how having a stand behaved. Jotaro used his stand to leap up buildings and jump off them too so it's something that will still have a slight use in-game.
I'm not sure how much it could affect a server, I just know there's a possibility for it to do something it shouldnt so I didnt risk it and just kept it simple..ish. As a note, if there are 2 players who have a stand capable of stopping time, there's already code there to deal with it. If it works that is, as I did have exp affect it, theres checks to compare the players exp and if one is higher than the one who's using it, it won't work like it should, so it could turn into a time stopped battle between 2 users.
You're welcome, it's ideas and suggestions from others that help a mod grow a lot of the time, without it I wouldn't have thought to add it in but if it's something that might make people want to be a vampire then they can use it.
Coding is a lot more difficult than just decompiling a mod, source code wise it wasn't originally my mod, I've only updated it, so it's a grey area in regards to me not wanting to show code but that wouldn't stop you from decompiling it. But yeah, you would need to decompile with Forge too in order to get all the references not show as errors but I don't know if that's possible, should be somehow.
Server lag can be limited, if 1 player is constantly spawning new life mobs, then sure, but if you had a built in player limit, so say they could only bring 5 things to life at once then it wouldn't get far. If you set their life to be very small, they'd be gone before you'd create too many. Now when you say thier consciousness, do youmean Gold Experience or the new mob created? If new mob, easily sorted, just make it spam walk around and attack anything in sight, if the player, just set some potion effects to make it not as beneficial for the player. There's quite a few ways I can think to balance Gold Experiences powers out. But not a worry until I have a model, but I'll be keeping your life shot in mind.
You're welcome again, super simple to be honest. And I didn't think it right for Star Platinum to be cheaper cost considering the Jostar's aren't vampires.
I won't be pushing myself too much the rest of this year, mostly working on getting the 1.12.2 version releasable. Then updating that to have what I've added to the 1.7.10 version. As for the item problem, I agree, I didn't like how they were added in, either the fact you were given one everytime the stand spawned, or the fact that you had an item to use the stands powers to begin with. It's why the vampire had their item removed too, I know that VG was just going for a bit of fun, but I just didn't like it. Killer Queen will be a little tricky, but only on the setting a target part, other than that I can do how I did with the Hand, have the player sneak for so long and "activate" a block for targeting. My main focus for version 0.3.0 though will be either Killer Queen or Sticky Fingers getting their actual powers. If I decide to model Echoes then I'll be looking at getting that as a viable stand first.
Well enjoy the mod and look forward to what I do.
Hi again!
I've come to report a couple of bugs for version 0.2.1!
Minecraft version: 1.7.10
Forge : 1.7.10 - 10.13.4.1558
Issues:
- Time Stop ability
effect lasts only for a very short time ( approximately 4 seconds ) regardless of exp, Stand ( The World / Star Platinum ), race ( Human / Vampire ) and ability duration ( see other issues below )( Optifine issue )- The World
- Star Platinum
- Vampire race
-
default key is still "F", instead of "V"( delete config file, then try again )I don't know if these are bugs or not, so I have separated them:
-
Time Stop ability can be toggledTime Stop ability lasts indefinitely as a result, until toggled off( Optifine issue )- Stands can still be summoned / dismissed despite having an empty Hunger bar
- Vampire regeneration outheals sunlight burn damage
Also, I am unable to access the config due to having a greyed out config button. ( see attached picture )
I will be editing this post if I come across more bugs.
As always, thanks for everything! I will be looking forward to your updates!
EDIT: Fixed post
You should
I'll look into the Time Stop not extending it's time further, it's possible theres 1 line of code thats been greyed out to override extra length.
I'll need to check the requirements, it's supposed to have a delay in taking the hunger whilst it's active. Star Platinum hunger requirements are set and don't change depending on race, I did say it was only "The World" being a Vamprie affected. The Default key should be V for fresh installs, if you check your "controls" in the pause menu, there should be a "default" button you can press, this will switch it to V.
Config file is auto generated, and if you haven't deleted it before installing the new version it could cause problems, I'd say delete the config and test things again, I'd also say look at the options available. Again being a Vampire and using Stop Time with The World doesn't change the hunger requirement unless you set the config to true. If you find anymore bugs or issues let me know asap, I intend to make a patch by 27th. Your support here is really making me want to continue modding, having these mini points to work towards something instead of sitting here going "now what?" even though I have plenty to do. So thank you.
First of all, I must apologize for making you work during Christmas, while at the same time having lots of work to do. I'm sorry.
I'm sure you have already noticed, but I like using bullets. It makes it a lot more readable, for me.
Anyway, I have done just as you instructed ( deleting the .cfg file ), and yes, that fixed the hotkey problem. ( I did not bother deleting it since 0.1.0 )
Also:
-
Regarding the issues of the Time Stop ability:The ability calls two different sound files for activation and deactivation: "stoptime.ogg" and "gotime.ogg", respectively.In the earlier versions ( 0.1.0 and VG's 1.6.4 version ), the ability calls the stoptime.ogg file upon activation; the ability's effect ( seems to be a high Slowness potion effect ) starts immediately as the sound file is called. This effect is retained until after a set amount of time when the ability calls the gotime.ogg file ( this marks the time when the ability is deactivated ); the ability deactivates itself without the need for player input.Currently, the ability does the same upon activation: it calls the same file ( stoptime.ogg ) and the effect starts along with it. But instead of holding the effect ( the Slowness effect ) until the ability's deactivation, it goes away after an estimated time of 4 seconds ( my custom stoptime.ogg file lasts 4 seconds ).The ability will never call the deactivation sound file ( gotime.ogg ) until it received player input ( Shift + Space ).This means it will continue draining Hunger while using The World, until it is deactivated.This behavior of the ability's activation / deactivation resembles a "toggle" feature, which is a bit far from how it was implemented in version 0.1.0. This does not seem to be written in the changelogs.Yes, there is a time delay between the activation and deactivation of the ability, however, that was not the issue. I hope I explained it clearly above( see above post )- Regarding the Hunger issues:
The Stands are pretty much useless without Hunger points anyway, so keeping them with you while having an empty Hunger bar is the same as not having them at all. ( besides having a little bit of range in your basic attacks, I guess )
-Should this be enabled? That's certainly not for me to decide, since other people also download this mod; they may or may not agree.
-Should it be added to the config? Yes! I myself would enable this, if such an option were available.
Thanks for looking into the vampire regeneration issue!
I'm looking forward to the patch by the 27th!
EDIT: Fixed the post.
That is a strange bug to occur considering I haven't messed with how the activation and deactivation works for the Stop Time ability since before the 0.1.0 release. Adding in the hunger and such doesnt change that either so I have no idea how this has occured. As far as the ability lasting only as long as the sound file is irrelevant, it doesn't get the sound file for it's length, thats just an extra thing on top. I'll look into this though, see where its going wrong.
I thought that keeping them active still gives you the attack but then the player also receives other bonuses from having their stand out. But thanks, I'll add it in and just make it configurable.
I found the culprit: I was using Optifine 1.7.10 HD with it.
Deleting the file from my 'mods' folder seemed to fix the Time Stop ability issues.
However, I found another one ( this time, with Optifine removed, and deleting the config file a second time ):
- When activating Star Platinum's Time Stop ability after it has automatically deactivated, it deactivates instead.
My question regarding the Hunger cost changes with The World and Star Platinum remains the same. ( see my post before this one )
Sorry, I didn't mean to say that the ability gets the sound file for its length. I was only trying to measure how long the effect lasted before it goes off ( and surprisingly, it matched the length of my custom sound file ). I thought it was worth reporting.
I apologize for my mistakes regarding bug testing. As always, thank you for the hard work!
I have edited my previous posts.
This just raises other questions, like how is Optifine affecting the mod at all.
I see, that'll just be teh code firing without checking for hunger deactivation instead, easy fix so nothing to worry about It'll be sorted in the patch.
I can't find what you mean but I'll look over everything and add in extra configs and such for other things. After the next patch if things still aren't right, just let me know again.
Ah no worries, I'll just work with what I can and see how well the 27th's patch update will go.
Hello!
I've come here to provide a video about the Hunger issue.
From my experience, only the Time Stop ability is affected by Optifine. The other abilities ran without issues.
I only had Optifine as the other .jar file in my 'mods' folder at the time, too.
This got me thinking: is it really only Optifine? Could there possibly be any other mod that does this?
Again, let me apologize for making you do all these during Christmas. Thank you so much.
I will try to provide some help ( this is the only way I could do so since, again, my programming and designing skills are lacking ) as much as I can.
Cheers!
AH! I see what you mean now, and I know the reason for it, I did intend for the Stop Time ability to take hunger gradually whilst using it so to limit people from having high exp and just keeping it on forever. It's half old code I didn't remove but thank you for the video, it really clarifies what you mean. As for the optifine, if you can get a recording of that happenning too, it might help me see the whole thing in action to see if I can make a compatibility for that. Doubtful but maybe.
I can get that fixed instantly in the patch but do you think the Stop Time ability should have a gradual hunger use as shown but slower or just disabled and it only be the instant use? Or what about switch it all to gradual use dependent on exp? Either are both possible answers but If I make that decision purely by myself without any user input it might not be well received.
And you just testing and providing this feedback goes a long way, it really does. It helps keep me motivated to keep updating the mod rather than ignore it and then eventually just give up. I dont like doing that and thus why my other mods seem to never get updated past a month or two of their original release. I always say I'll never let them die, and I wont, but I havent updated them for ages, so it can feel like they are dead.
Hello!
I've come to provide a video about version 0.2.1's Optifine 1.7.10 HD issue. ( file is Optifine-1.7.10_HD_U_E7.jar if that matters )
I purposely made the video a bit longer to show you that the ability does not deactivate by itself. Hunger points also kept being drained until the bar goes empty; it became a bit of a problem since the player could not deactivate the ability ( the deactivation also checked Hunger ), thus resulting in an empty bar. In Survival mode, this could be dangerous. ( the regeneration was because the difficulty was set to Peaceful )
I myself really like your idea of the Time Stop ability taking Hunger points.
Letting it drain instead of instantly taking Hunger points is, for me, a better mechanic. No need to make it depend on exp; it just has to drain Hunger points as long as the ability is active.
Didn't you also implement this change in version 0.1.0? It did not show this kind of Hunger cost issue there, so I went and reported this.
The Optifine issue really isn't such a problem. I just wanted to let you know whether this mod had compatibility issues.
I suddenly ran into this particular bug, that's all. There is no need to rush a compatibility fix for it.
I plan to keep informing you in this thread about possible issues that I might find while playing.
If I can't explain it properly through text, I will provide a video instead.
Cheers, and Merry Christmas!
Your video has somehow turned into the widget I use to show this mod.
In 0.1.0 the hunger didnt decrease because the player would receive food. This was a bug that got fixed in 0.2.1, so the player would lose the hunger from the Stop Time but then immediately recover it from the Stand being active. And seeing as you like the idea that the player lose hunger gradually, i'll change this, and I'd rather have it be affected by exp somehow so I can always have it make the hunger lost be slower with more exp. But to keep it a little balanced for if you get loads of exp and thus having the hunger be super decreased I will make it set the ability acitvation to use some hunger.
Optifine might not be an issue, at least not these days, however many people still use Optifine for many reasons, 1 can be to use the zoom feature, another can be to make the game run far smoother so I can always try to make it compatible so long as I can figure out why it's causing an issue.