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    posted a message on Magicka - Revolutionizing Minecraft Magic! [WIP again for 1.12]

    This system that uses different words to create the spell kinda reminds me of how Magic Works on ALO and on the UW (VRs from Sword Art Online Anime/Novel)
    I'm Looking forward to see this finished! I'm always searching for good magic mods, and this one looks just like what i want haha

    Posted in: WIP Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    Hey, i have a request. It's not really important to gameplay or anything, so you can take your time if you decide to implement

    In this mod, is possible to edit the pokemobs that trainers have with that trainer editor.

    But i was thinking that it would be a lot better if you could edit their moveset as well, and also select one to mega evolve during battle.

    And regarding the trainer itself, you could make that map makers can give them special textures, like Red's texture to some cool trainer you find during your journey(and also, i think the way textures are selected with the trainer type is kinda confusing). I saw this feature present in other mods, so i don't suppose it is that hard, is it?

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    Hey there. I am (trying to) making a map for this mod. I was testing the Gym Leaders and thought of something.


    Could you make trainers more customizable?

    Like, choose the moves that their pokemobs may use.

    Or maybe make a more challenging Battle AI


    ~ i'm sorry for the broken english


    edit: and trainers are kind of hard to look like i want 'em to be. like, the texture, and "type"
    i dunno if there is already a way but can you add new textures and trainer types through resource packs?

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    So.... what did i do wrong?


    The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
    Error: net.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: pokecube/modelloader/client/render/wrappers/ModelWrapper

    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)

    I know It has already been some time since you added Keeses, but i never really stopped to look at how they behave... So i have a question, do they hang from the Ceilling like bats?

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from KingEdward9830»

    I always thought Cosmog should come from the End seeing as it's an alternate-dimensional Pokémon, not simply extra-terrestrial. My idea would be to put it in the End as a rare spawn, then add an Ultra Space dim that is accessed through some ritual involving Solgaleo/Lunala and contains the other Ultra Beasts.

    This would indeed be a good idea, but adding good dimensions (ultra space) is not exactly easy. The "reverse world" for giratina is an example, it has beeing in the todo list for quite a while now.
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    Someone may have already asked but, is there a way to set a certain mob to spawn at a specific biome?(in case, a biome from another mod)

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    I'm having the same problem with the particles

    Posted in: Minecraft Mods
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    posted a message on SAO UI mod (currently for all versions from 1.7.10 to 1.10)

    This question may sound kind of stupid but What do this Aggro Option changes in the game? I tried to see it by myself but no result.

    Oh, and i have a request, can you add some sort of "behavior list" on config or something like this? because i'm trying this mod with others, and some of the mobs from other mods are being recognized as neither Passive nor Hostile or as the wrong option.

    ~sorry the weird english

    Posted in: Minecraft Mods
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    posted a message on SAO UI mod (currently for all versions from 1.7.10 to 1.10)

    Are you planning to make skills from other mods, such as Dynamic Sword Skills, appear(not to be activated there, because it would cut the mod's function) in the "Skills" list? And also quests from mods like Custom NPCs to appear into the "Quest" List?

    ~sorry about my english

    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)

    Uh... Hey. If i try to model a different darknut, less steve-ish, is there any chance to replace the one in the mod?


    ~okay, sorry the (very)bad english



    Edit.: when you get your computer back, of course

    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.8: Down below and up above!

    Ok, i had a very... weird idea for a mob.
    And like my samurai from before, i'm not sure if its doable

    •Name(u should change it :P): Leo

    It would be some kind of Dark-colored Lion with some "glowing" marks around its body(and maybe some kind of Crystal eroding from it), and crystalized Teeths, that will help, but also annoy, you during the battle.

    •The Battle:

    At the start, he would not Attack very often, would only surround the player and try to bite you or hit you with its claws.

    At some point(after losing 1/3 of its health) he would start to charge at the player and its attacks would become more frequent.

    And after losing 2/3 of its health, he would start to Attack you with a supersonic roar that would give you a "huge headache for some seconds"(Nausea effect) as well as slowing you down.

    •Doing Damage:

    It's Animation would include it opening and closing its mouth, what indicates when you should strike.

    If you try to hit it while its mouth is open, he Will bite your sword and try to take it from your hand. To remove your sword from its mouth there are two options:
    1- Change the Held item.(but will result in the Lion throwing your sword or whatever somewhere.
    2- Click backwards(spam-clicking) until the Lion let it go.

    When he loses 2/3 of its health, you will be more able to hit it. Because you will have broken most of its Teeths(that should be now invisible in its model)


    •Drops

    Every 1/4 o its health he would drop a "Crystal shard" (coming from its Teeths)
    With the fourth coming from its death.

    Put 8 of these shards together in a crafting Grid, and you will build a Crystal that gives the player the "supersonic roar" from the original owner.









    ~Sorry the bad english

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from Smepic»

    Hey, Thutmose. I decided to play around with the mod again on the K-Pokecube server, but soon discovered that a lot has been changed for the worse. For example, pokémobs no longer follow you properly, and even though you have the follow mode enabled they linger far behind. They used to follow you closely, which made power leveling much easier and allowed you to stroll around with your companion.


    I also noticed that a lot of the move animations, such as vine whip and bubble/bubblebeam are toggled off, which I found out has something to do with the pokécube core. Would it be possible to turn these on by default? They are great, and I see no reason for them to not be visible.


    Farfetch'd also no longer carries sugar cane, which was a nice addition by Manchou. By the way, when you ride certain pokémobs, such as Golbat and Flygon, your character sits far above the pokémob model.



    About the Move Animations: Thut isn't very good at doing animations, and with all those updates on forge and minecraft itself, doing animations works different from what it was.
    (I asked something similar before)

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    How do i Summon/Create Genesect?

    Posted in: Minecraft Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...

    Awesome Mod, it's just unbelievable.


    Are you accepting ideas? If So, what about adding some kind of creature that spawns only during the Blood Sky? The Event starts with a Roar, doesn't it? it would make sense.

    Posted in: Minecraft Mods
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