I am planning to create a mod that imitates the Mabinogi skill system. Mabinogi is an MMORPG that incorporates life skills along with a dynamic combat system (which means even a newbie can solo a boss mob with good enough skill). Link - http://mabinogi.nexon.net/
I will add tons of new skills, from life skill ([Cooking], [Tailoring],...) to combat skills (stun and knockback system, improved *jk * [Archery], [Lance], ...).
Life skills will change the way many actions work, for example, [chopping wood] and [bow crafting] success rate will increase based on [carpentry] rank.
There will be minigames associated with some life skills ([Cooking], [Fishing], [Wine making],...)
Cool status effects might be added: [Frozen] [Blinded] [Sleep]...
Combat system might be more similar to pso2's (I can't really promise this since overhauling the combat system is some serious work).
Mabi thread: http://mabinogi.nexon.net/Community/forums#/showthread.php?1346182-Mabinogi-Mod-for-Minecraft&nxid=10
*note: I like to add square brackets between skill names because of my light novel reading habits, I'll stop if you don't like it.
I made a few simple models using Techne. However, when I copy it into eclispe, the models doesn't sync right. i tried to make it so that when the entity moves, its wheels will spin. But whem one entity moves, all of the other entities wheels also turned too. How should I fix this?
here is the model code, Btw,, how do i put my quotes inside a separate tab in the forum?:
public class ModelDos extends ModelBase
{
//fields
ModelRenderer wheel;
ModelRenderer head;
public ModelDos()
{
textureWidth = 64;
textureHeight = 32;
//chek to see if entity is moving
if (entity.lastTickPosX != entity.posX || entity.lastTickPosY != entity.posY || entity.lastTickPosZ != entity.posZ)
this.wheel.rotateAngleX += 0.25F;
}
I remember that minecraft used to have the "heaven dimension" but Notch dumped the idea. The dimension also had flying island, I think the old code is still there so that you can check the generation code.
How can I make randomized textures on entity spawn?. Ex: the custom mob will choose one out of 4 different textures.
I have successfully made a custom entity projectile and custom render from a snowball. However, I want to render the entity like an arrow, with the texture rendered twice, crossing each other instead of how a snowball is normally rendered. I have exactly no idea how the render arrow code works :x
I looked at the code from the cobweb block and then replaced on entity collided with my own code. I'm sorry if the code is messy, I'm a newbie in minecraft modding:
@Override
public void onEntityCollidedWithBlock(World p_149670_1_, int x,
int y, int z, Entity entity) {
if (!(entity instanceof EntityPlayer)){
entity.setFire(5);
float damage = 5;
double moveX = entity.posX, moveZ = entity.posZ;
entity.attackEntityFrom(DamageSource.generic, damage);
if ((float)entity.posX > x)
moveX += 1;
else if ((float)entity.posX < x)
moveX -= 1;
if ((float)entity.posZ > z)
moveZ += 1;
else if ((float)entity.posY <z)
moveZ -= 1;
entity.setPosition(moveX, entity.posY, moveZ);
}
super.onEntityCollidedWithBlock(p_149670_1_, x, y,
z, entity);
}
Ok, I have successfully made a walkthrough block that pushes back and set entities on fire, however, the ai still chooses to go around my block, how can I make the pathfinding AI ignore my block? I have tried to set isCollidable to false, set block bounds to 0 but its still not working
I am currently working on a firewall block which will only allow player entity to walk through while other entities will be knocked back and set on fire.
I need to make the block so that other entities will still calculate pathfinding through the block, not around it while also making the block push them out when in contact. I may be able to do this in the onEntityCollidedWithBlock func. However, what code do i use to push other entities back and acting as if they have been melee attacked?
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I will add tons of new skills, from life skill ([Cooking], [Tailoring],...) to combat skills (stun and knockback system, improved *jk * [Archery], [Lance], ...).
Life skills will change the way many actions work, for example, [chopping wood] and [bow crafting] success rate will increase based on [carpentry] rank.
There will be minigames associated with some life skills ([Cooking], [Fishing], [Wine making],...)
Cool status effects might be added: [Frozen] [Blinded] [Sleep]...
Combat system might be more similar to pso2's (I can't really promise this since overhauling the combat system is some serious work).
Mabi thread: http://mabinogi.nexon.net/Community/forums#/showthread.php?1346182-Mabinogi-Mod-for-Minecraft&nxid=10
*note: I like to add square brackets between skill names because of my light novel reading habits, I'll stop if you don't like it.
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here is the model code, Btw,, how do i put my quotes inside a separate tab in the forum?:
public class ModelDos extends ModelBase
{
//fields
ModelRenderer wheel;
ModelRenderer head;
public ModelDos()
{
textureWidth = 64;
textureHeight = 32;
this.wheel = new ModelRenderer(this, 0, 16);
this.wheel.addBox(0F, -2F, -2F, 4, 4, 4);
this.wheel.setRotationPoint(0F, 22F, 1F);
this.wheel.setTextureSize(64, 32);
this.wheel.mirror = true;
setRotation(this.wheel, 0F, 0F, 0F);
this.head = new ModelRenderer(this, 0, 0);
this.head.addBox(-1F, -3F, -7F, 2, 3, 12);
this.head.setRotationPoint(2F, 21F, 1F);
this.head.setTextureSize(64, 32);
this.head.mirror = true;
setRotation(this.head, 0F, 0F, 0F);
}
public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
{
this.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
this.wheel.render(f5);
this.head.render(f5);
}
private void setRotation(ModelRenderer model, float x, float y, float z)
{
model.rotateAngleX = x;
model.rotateAngleY = y;
model.rotateAngleZ = z;
}
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
{
this.head.rotateAngleY = f3 / (180F / (float)Math.PI) + 90 + 180;
this.head.rotateAngleX = f4 / (180F / (float)Math.PI) ;
//chek to see if entity is moving
if (entity.lastTickPosX != entity.posX || entity.lastTickPosY != entity.posY || entity.lastTickPosZ != entity.posZ)
this.wheel.rotateAngleX += 0.25F;
}
}
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Check this: http://minecraft.gamepedia.com/Sky_Dimension
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Edit: Nice! It worked, Tyvm again
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@Override
public void onEntityCollidedWithBlock(World p_149670_1_, int x,
int y, int z, Entity entity) {
if (!(entity instanceof EntityPlayer)){
entity.setFire(5);
float damage = 5;
double moveX = entity.posX, moveZ = entity.posZ;
entity.attackEntityFrom(DamageSource.generic, damage);
if ((float)entity.posX > x)
moveX += 1;
else if ((float)entity.posX < x)
moveX -= 1;
if ((float)entity.posZ > z)
moveZ += 1;
else if ((float)entity.posY <z)
moveZ -= 1;
entity.setPosition(moveX, entity.posY, moveZ);
}
super.onEntityCollidedWithBlock(p_149670_1_, x, y,
z, entity);
}
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reply if any of you want the code
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I need to make the block so that other entities will still calculate pathfinding through the block, not around it while also making the block push them out when in contact. I may be able to do this in the onEntityCollidedWithBlock func. However, what code do i use to push other entities back and acting as if they have been melee attacked?