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    posted a message on Advanced Skills [v0.1.3] [WIP]
    Update! Finally...

    I'll update this post when I think of a good explanation of how it's not my fault that this update is so late.

    Now on to the goodies...

    More mechanics! Active skills (you could think of these as abilities or spells) as well as buffs are done which opens up so many more options for fun trees like the magic ones. You can selected active skills by right clicking them from the tree in your skills log and dropping them in one of the four slots in the bottom left of the skills log. Active skills have their own cool downs but do not require any sort of resource or reagent to use. You can choose up to 4 at a time to have shown on your skill bar in game which each have their own keybind (defaultly z x c v). The skill bar expands/appears when skills are selected, but it won't clutter your screen if nothing is there. Buffs and debuffs are shown in the top right and left of your screen, respectively, when active. I hope to have a way for you to change where they are shown if you use other mods such as minimaps (it is compatible though).


    Swords tree is done now too. It has two active skills in it to show the new mechanic, one of which is a buff.

    This update has some great textures and I know I'm forgetting to add some people to the credits. If I forgot to mention you, please remind me.

    If you have any suggestions for swords tree or any other please let me know. My job is to make it work. I'm not very good at the ideas part and certainly not at balancing.

    Enough rambling. I'm sure I'm forgetting something but oh well.

    edit: I forgot the picture. Durp.
    Posted in: WIP Mods
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    posted a message on Rpg Skills?
    There's this one but it has skill points which you find stupid for whatever reason.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.5.1/1.5.2] "Simply Horses!" Mod - Alpha 0.6.2 (Bugfixes and Textures!)
    For the rope it should be rather simple. We just need to find the distance between the two targets, use some trigonometry to get the angle to rotate it by, and then draw. I don't have any access to code at the moment though.

    The wheels are probably much more complicated. You might be better off using a Turbo Model Thingy.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Elemental Planes
    So I've decided to pick this up again but a bit differently. It's going to feature full fledged dimensions for each elemental plane. Earth, fire, etc.
    Posted in: WIP Mods
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    posted a message on [1.5.1/1.5.2] "Simply Horses!" Mod - Alpha 0.6.2 (Bugfixes and Textures!)
    Quote from Lil Avii

    @Bryguy, oh? Yeah, I really need to figure out Tessellator and gl11. I think those are both the keys to figuring out rendering the lasso and a trick I want to try with the carts! Thanks for the info ^^;

    I haven't been reading every post so I don't know what you're trying to do but I use the tesselator and gl11 extensively in my mods if you want any help with those.
    Posted in: WIP Mods
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    posted a message on I need to check what type of entity an entity is
    if(entityliving instanceof EntitySheep)
    {
    }
    Posted in: Mods Discussion
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    posted a message on Advanced Skills [v0.1.3] [WIP]
    Quote from SuperRutabaga

    Sorry for the delay in the update! Jamolnng recently became a moderator, and Stewiecraft has been busy too.

    I also became a moderator on another site I'm active on so I've been particularly more busy lately.

    Quote from SuperRutabaga

    We're working on getting them to merge their code and update, but they haven't yet. So, I hope you understand, and we'll get an update up as soon as life allows!

    I had to go out the door when I was about to post a new version but I have my laptop so I should be able to have get the new version out sometime tonight.
    Posted in: WIP Mods
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    posted a message on Does anyone know how to edit a mob's class other than editing base code?
    By nullifying the base code for a mob you're accomplishing the same thing as editing that file. If another mod edits that file their code will never be called and your mod will be incompatible with it.
    Posted in: Mods Discussion
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    posted a message on Why Don't Modder's Make Their Code OpenSource?
    Most mods are opensource. Most modders are willing to help. Most of the people who want to know how to do what aforementioned modders have done are idiots who cannot learn from already existing code, merely copy it.
    Posted in: Mods Discussion
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    posted a message on Looking for a modding Mentor
    Quote from SuperPickaxe

    If this is your first time coding, (Sounds like it is) then start with a smaller language. Just because you CAN mod Minecraft, doesn't mean you should start with it. Java is usually a bad language to start with because it's a little more complicated than most others.

    Seems a lot less complicated to me.
    Posted in: Mods Discussion
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    posted a message on Looking To Start A UselessMinds Modding Team!
    Quote from UselessMinds

    well if i had a nickle for every person who was a <insert bad word here> on the minecraft forms, i would have large piles of nickles as well.

    Fine... let me break this down for you. I don't care if you're a credit hog, this still all applies.

    You can't mod. You have told/shown of nothing that you have to offer modders. You want people to invest their free time into projects so on which you will stamp the team's name and then get carried to glory until you can meet your Roosterteeth idols. Seriously, that's not how it works. It doesn't matter if you say you aren't a credit hog - you have nothing to offer and you just want to attach your name to other peoples' work. That's not how life works.
    Posted in: Mods Discussion
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    posted a message on Looking To Start A UselessMinds Modding Team!
    If I had a nickel for every person who came it asking for team members and saying they want to be famous like <insert group here> I would have the makings of a large pile of nickels.
    Posted in: Mods Discussion
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    posted a message on Help with lightning rod.
    objectMouseOver is only used for blocks and entities within range. If you want customizable/unlimited range you can use my tutorial in the second post here. It's not updated so some methods may have different names now.
    Posted in: Modification Development
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    posted a message on Help with lightning rod.
    Before you reference the coordinates put an if function to check if objectMouseOver is null.
    Posted in: Modification Development
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    posted a message on Help With Creating A New GUI
    I need to see the code where you open the GUI.
    Posted in: Modification Development
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