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    posted a message on Tokyo Ghoul Combat Mod ~ Quinques and Kagune galore!

    i'm make a TG mod to i thinks that we can work you and me team for a more complete TG mod i already a lot of model

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2551028-wip-tokyo-ghoul-mod-in-dev-now-we-have-a-team-d


    Sorry, but I'm just going to be doing this myself, thanks though :) You mod looks awesome, btw.
    Posted in: WIP Mods
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    posted a message on Tokyo Ghoul Combat Mod ~ Quinques and Kagune galore!
    Quote from Kenryuu»

    Let us be clear. You're trying to bring something I like to minecraft. But as you can imagine, what will tell if your mod is awesome or not will be the system for the kagune. It may be no necessary to the beginning, but you'll sure as heck need 3D animations with it if you want your mod ton be successfull. And while it's okay to have quinques as item that can be held, I do not want to see that EVER. (already saw that in a like sword, and.... uuuuuuuurgh). So what I wonder, is the way you're going to make the kagune. Depending of what you've planned for it, maybe I'll give you my support (I've got a bunch of ideas, may be hard, but possible in minecraft, for the kagune&quinques system).

    In any case, don't drop the thing, man, it's motivation and regularity that makes a mod improve o/


    This is a beta XD I will add some system, I doubt that the Quinques will stay an item and the Kagune are DEFINITELY not gonna be items. I'm fine but thanks for the offer.
    Posted in: WIP Mods
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    posted a message on Tokyo Ghoul Combat Mod ~ Quinques and Kagune galore!
    Quote from siredeath_31»

    okay! thank you a ton, also could you put down some screen shots of the kagune & quinque's?


    Np! I totally forgot, thanks for that! XD None of the kagune are textured yet, but they're coming (the Koukaku will be first for obvious reasons).
    Posted in: WIP Mods
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    posted a message on Tokyo Ghoul Combat Mod ~ Quinques and Kagune galore!
    Quote from LittleStranger»

    I'm really interested in this mod since i do Absolutely love Tokyo Ghoul
    So cant wait to what awesomeness this mod will bring to minecraft!! :)



    Haha, same :D Thanks!

    Quote from siredeath_31»

    ETA? and also will it come out for 1.7.10?


    First download in a day or so? I'll continue adding on from there :D If I have the time and patience, sure! When 1.9 comes out, I'll update. 1.10, etc. I'd like to continue the mod for quite a while.
    Posted in: WIP Mods
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    posted a message on Alternate version of 'onItemRightClick'

    I have, ffs. I just was wondering what would replace the 'onItemRightClick'.I have no idea how to get to the "call hierarchy" :P Thanks.


    EDIT: Thank you, internet. I found out how to do the Call Hierarchy part.

    Posted in: Modification Development
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    posted a message on Alternate version of 'onItemRightClick'

    To put it in better words, because I've done what you've said already, I want to put a line of code in an item class that imitates 'onItemRightClick' but using a key which I've registered in my Key Handler and PreInit. Get it? Because I've stated it and I've gotten you and one other person who've mistook what I've said.

    Posted in: Modification Development
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    posted a message on Alternate version of 'onItemRightClick'

    No, it's an item. E.g. When F is pressed, return item stack.

    Posted in: Modification Development
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    posted a message on Alternate version of 'onItemRightClick'

    Herro! I was wondering if anybody knew how to create a thing like 'onItemRightClick', but with a different key (F in this case). I've registered the key but need to make it somewhat replace onItemRightClick and have a function (elseif) below it. Thanks!

    Posted in: Modification Development
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    posted a message on Tokyo Ghoul Combat Mod ~ Quinques and Kagune galore!

    The Tokyo Ghoul Combat Mod (TGCM) consists of TG based items and armour, all textured and modeled by me (Forgive me if they look strange at times) using Gimp and MrCrayfish's Model Creator.


    Current Version: 0.0.0.1


    The version number tells me and you about what the mod has been through (#deep) and it's release.


    The first digit represents the amount of rewrites (technically none for now...)

    The second digit represents the amount of game-changing amazing-ness updates since the last rewrite
    The third digit represents the amount of small-ish feature updates since the last big one.
    The fourth digit represents the amount of bug-fix updates since the last small feature update.


    So what is / will be in the TGCM?

    As the the only member of the (currently) one man team, I can't implement EVERYTHING from Tokyo Ghoul into this mod in a matter of days. It'll be a while but I'll chug out the updates (hopefully) somewhat quickly. Below is a list of items that are / will be in the mod in terms of weapons. But wait, there's more! For only... But seriously, there'll be a few updates here and there with whatever I can cram in but I won't release it unless it over nine thousand percent bug-free, so if I say something like "It'll be in the next update." and it's not in there (Which I'm hoping won't happen) then it's that. I'm currently working with a friend of mine to make the Kagune, as they're kinda complex, but they're technically not part of the Kru (If you get this, you're awesome) and don't want a shout-out or anything. ALSO, after every small-feature update, I'll make a new polI, take in the other poll results and start working on that.


    Finished Quinques

    Doujima

    Juuzou's Jason
    Kura
    Yukimura

    Narukami


    WIP Quinques

    IXA

    Scorpion

    Arata (Proto, Beta 0.8, Proto II and Final)


    Finished Kagune (Name of owner)

    I've not fully finished any Kagune ;(


    WIP Kagunes (Name of owner)

    Ukaku

    Touka (Normal and Crystal)

    Ayato (v1, v2, Shard and Sword)

    Yoshimura (v1 and Kakuja)
    Eto (v1, v2, Kakuja v1 and Kakuja v2)

    Seidou (Sword, Wing and Kakuja)

    Irimi

    Renji Yomo

    Ginshi Shirazu


    Koukaku

    Shuu Tsukiyama (Spiral and Sword)

    Mirumo Tsukiyama

    Naki

    Kuki Urie (v2, v3 and v4) Note: We didn't get to see Urie's Kagune prior to his frame upgrade.

    Arata

    Nutcracker (Koukaku) Note: She is a Chimera and has two Kagune


    Rinkaku

    Kaneki/Rize (v1, v2, v3, v4, Kakuja, Arm and Sword)

    Yasuhisa Sisters

    Saiko

    Kie

    Nico

    Jason (Normal and Kakuja)

    Hinami Fueguchi (v1 and v2) Note: She is a Chimera and has two Kagune


    Bikaku

    Nishiki (v1 and v2)

    Tooru Mutsuki

    Big Madam

    Miza

    Kamishiro

    Enji Koma

    Bin Brothers

    Nutcracker (Bikaku) Note: She is a Chimera and has two Kagune


    Unknown Type

    Noro

    Roma Hoito


    Screenshots:

    Kura GifQuinque CaseDoujimaYukimuraJason

    FAQ:


    Do you kiss your mother with that mouth!? ;)


    Post your questions below or slide into my DMs and I'll post them here if they are relevant and frequent.


    Contact:

    I only answer to DMs or comments on this post, sorry :(


    Permissions:
    You...

    can use this mod in modpacks, so long as you link back to this page,
    cannot redistribute this mod.
    can make reviews on the mod.
    can make videos using this mod.

    Posted in: WIP Mods
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    posted a message on How to create a sword without the need to create a new material?

    It's literally a small line of code in the items class and one word in the item's class (note the difference between items and item's).

    Posted in: Modification Development
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    posted a message on Item should give saturation effect when rightclicked

    Ah, I see. I noticed that I had to set my timer to ticks, now I know it's because it's in the item class. Cheers!

    Posted in: Modification Development
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    posted a message on Item should give saturation effect when rightclicked

    The duration isn't in seconds, it's in ticks.

    Posted in: Modification Development
  • 0

    posted a message on How to create a sword without the need to create a new material?

    Why not create a new material? You're twisting you're own ankle through a chain when you have the key XD

    Posted in: Modification Development
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    posted a message on Different texture In hotbar compared to item model

    Tell monsieur Flans that. You can't have two models, but you can have one texture and one model.

    Posted in: Modification Development
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    posted a message on Different texture In hotbar compared to item model

    As in it uses the model in my hand, but in a container, it looks like a normal 16x texture.

    Posted in: Modification Development
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