• 4

    posted a message on Minecraft Deobfuscator (2019 Update) - Deobfuscation of Minecraft Code

    News:

    The Deobfuscator has gotten yet another update been rewritten using C# and WPF (sorry non-Windows users). The interface has been changed (hopefully for the better) and new features have been added. There are also two version Lite and Designer. Lite is a smaller file while designer looks nicer and is a littler bigger. I have done rigorous testing, bet let me know if something is wrong. Hopefully, we can add some features that didn't work very well in the old version. The links to the old versions will remain for now as well.


    Description:
    This program will go through a decompiled mod (zip or jar file) and replace all obfuscated names with the deobfuscated one while copying over everything else. For example, the obfuscated fields like 'field_151034_e' or 'func_130014_f_' will be replaced with the MC name APPLE and getEntityWorld, respectively (as defined by MCPBot). This can be helpful with retrieving any lost code.


    Purpose:
    The purpose of this program is to aid in the retrieval of lost source code. There are up to +33,000 obfuscated fields, params and methods and having to cross check each one by hand is impractical and time-consuming. This will do the work for you.


    How to Use:
    To use this program, you first need to get a decompiled version of the mod. This program does not decompile mods itself (but may do so in future versions) and will let you know if the mod you supply is not decompiled. To learn how to decompile a mod, read the How to Decompile a Mod section.


    After you have your decompiled mod, press the open button and navigate to the decompiled zip or jar file and select it.

    Then select the mapping by clciking the button under 'Mapping'. This will open up a Mapping picker. Then when you select the mapping you want, close the picker by either clicking the button again or anywhere else. After the mappings download, then click Start. This will prompt you to select where to save it to. After, it will run and be done.


    How to Decompile a Mod:
    You can use a decompiler such as ByteCodeViewer or JD-Gui, but I recommend FernFlower. More specifically, the version that Forge's modified. To build FernFlower, download and unpack the zip. Shift+Rightclick and select Open PowerShell window here and type ".\gradlew build". Once it's built, it will be in the build >> libs folder. Then follow there read me to learn about commands.


    Designer:


    Disclaimer:
    This program comes as is: with no expressed or implied warranties.

    License and Distributing:

    This program has all rights reserved. You may use the program for either personal or commercial use. Any linking to this forum is encouraged, however, no permission is granted to anyone to provide/host any alternative downloads, nor shrink the download link or links to this page. All links should be direct links only.


    Downloads:

    Dropbox - Designer Minecraft Deobfuscator v3 (WPF)


    Tips:


    • Deobfuscate with the latest version for your target version. Then deobfuscate with each version that is below the latest until you get to the original environment. This will update the references to the most current/most recent naming conventions, which can make updating easier.
    • Most of the time the code won't be a perfect match to the source. This is due to decompiling of the mod. Try using serval decompiled sources to get the most accurate code.
    • You can deobfuscate a non-decompiled mod first, then decompile it.
    Posted in: Minecraft Tools
  • 1

    posted a message on Custom Leveling System

    This is what I used, the capability documentation.

    Posted in: Modification Development
  • 2

    posted a message on Skill Trees Mod - Released!
    Skill Trees Mod

    Basic Player Info Page

    Summary
    The Skill Trees mod is a small mod that adds an easy way for modders to implement and add skill trees to their mod and aims to provide maximum customizability should the default look not suit your needs. This mod also provides methods for skill tree makers and other modders to check if certain skills are obtained. This mod does not add skills into the game itself. If you would like to be a part of a mod that will, check this post out.

    Skills


    By default, there are two types of skills and attribute skills. Attribute skills make it easy to affect the player's attributes. As long as the skill is active and the player has this skill, the player's stats will be changed (i.e. Double damage, natural armor, speed, etc). These changes can be viewed in the Player Info Tab (Note: this tab will show all modifiers currently affecting the player).


    The base skill does not do anything much on its own but can be used as a requirement to do something (i.e. craft swords and other items, use certain tools and weapons, interact with mobs, etc). Modders can also choose to do something special when the skill is obtained or removed (give or take an item from player an item, code particle effects, etc). Skills can also be made to be togglable so that their effects aren't constant. A skill can also be made tickable, meaning you can have something happen every 20 ticks (1 second) the skill is active (night vision, underwater breathing, fire resistance, mana use, etc). Skills can also be linked to each other. So you can require having a certain skill before obtaining a more powerful skill or useful skill down the line. The skills can branch out into multiple trees... skill trees! A line will automatically be drawn between each connected skill.


    Skill Points

    By default, this mod does not add any items to the game that give the player skill points. However, it does provide methods for doing so in the API and a base Item.class called ItemSkillPoint that will give the player a number of skill points. How you want the player to get skill points is up to you!


    Skill Trees

    By default, you can view your skill trees by pressing 'k' (you can change this in settings). You'll be taken to the last viewed page or the Player Info Page. There are serval default backgrounds (the same as advancements) and an option to use your own.


    You can discern several pieces of information at a glance: whether or not you have the skill, if you have the requirements to get a skill, if it is active, and the skills parents. If a skill does not have a lock on it, you have already obtained that skill. If a skill has an unlocked lock, it means you are able to buy it, while a skill with a locked lock means its locked. An inactive skill is grey and an active skill is orange. Connected skills are connected with a line (the line can go either way; you do not need to place skills from right to left, you can place them in any format). You can get more info about a skill by hovering over it. That will display its name, requirements, and description (all of these can be defined in the lang file). By default, unfulfilled requirements are displayed as red and fulfilled requirements are green, names of obtained skills are yellow and unobtained are white, and descriptions are white (these can be changed at creation).


    To purchase a skill, simply click on it. The skill will become active once the skill is purchased. (Note: Once you click a skill, if you could have purchased it, you will!) If the skill is already purchased and the skill is togglable, then clicking it will toggle it instead. By default, skill trees are kept on death. You can change this in the config. (I have included my EasyConfig class in the mod, feel free to use it!).


    Skill Requirements

    Skill Requirements are very important because without them you would just be able to buy all the skills. There are 5 default requirements, but you can create your own easily by implementing ISkillRequirment. The first two added are the Name Requirement and Description Requirement. These two add names and the description to the Skill Tooltip and are automatically added and created for by default. There are a few methods to interact with them, but you will most likely not need them unless you are creating skills that act differently than the default. The next most common one is the parent requirement. This automatically created and added to the skill for you. The last two are Skill Point Requirement and Level Requirement. Ther former requires a certain number of skills points that are consumed when purchased, and the latter is the same but for levels.


    Commands

    This mod adds commands to interact with the skill tree. Currently, there are 4: reset, addPoints, give and remove. Type "/sk" for usage. Most arguments can be tabbed completed.


    Server Compatability

    This mod should be fully server compatible and has been tested. If any bugs are found please report them to the GitHub below.


    Downloads


    Change Log (Latest)


        1.2.3.0


        • Fixed some bugs
        • Fixed commands
        • Added more methods for customization of skills (how the render)
        • Auto wrap tooltip
        • Added params to API

    Featured Mods


    Minecraft Skill Trees - Z_Doctor


    License


    The source code is licensed under GNU GENERAL PUBLIC LICENSE. However, you CAN NOT distribute this mod for either profit or otherwise. Any links should be direct (no adfl.y links or other kinds or other link shortening service) and should lead to this page or the page on CurseForge.


    Creating a Skill Tree

    For Documentation and an example Skill Tree. Visit the Github here.


    Example Skill Trees

    If you would like to support me and see continued updates, then please Donation Link!

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016

    It's funny, I just had a scare that I lost all my work while i was working to save it to github. Managed to recover it though. lol


    Edit:

    Code has been successfully saved here

    Posted in: Minecraft Mods
  • 1

    posted a message on Hi, i am a new mod developer

    I use eclipse myself. Get a firm understanding of the current modding system. Do expect yourself to master it quickly. You will most likely get really frustrated having ideas but not know how to implement them. I have a library Lazy Library here that creates a system of automated items and blocks. Feel free to look at the code to see how I do things. Developing addon's is a good place to start. Learn about what the original mod is doing by looking at its code. Get familiar with debugging tools. Most of it is experience and you'll get better gradually.

    Posted in: Modification Development
  • 1

    posted a message on Taking Custom Skill Submissions

    Earlier I released a mod that would make adding skill trees into Minecraft easy. You can see it here. To showcase the mod, I want to also develop a skill tree along with it. So I would like some ideas from you guys. I would like some ideas for skills and some ways to obtain skill points.


    Skills can have multiple requirements (experience level, skill points, items in inventory, a previous skill, certain actions, etc). Skills can also modify attributes (extra health, faster speed, more damage), be togglable (skill can be turned on and off) and act as requirements to do something (craft a sword, interact with villagers, etc).


    Really, the only limit is potentially your imagination. :)

    Posted in: Requests / Ideas For Mods
  • 2

    posted a message on Hiring Staff and Developers and Builders {Will Be Paid}

    It's interesting, but you might want to add more of a description of what kind of skills you are looking for, what types of tasks you want people to do, etc. That way you can get more relevant applicants.

    Posted in: Modification Development
  • 1

    posted a message on Modded Weapons in hand look strange.

    In your tool's json model, make sure the parent is "parent": "item/handheld" and not "parent": "item/generated"

    Posted in: Modification Development
  • 1

    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016

    The only thing I need to do now is to make create and make ai for the different maid modes. Then I can work on implementing a system where people can edit the maid models and add custom maid models (it will probably have to do with using json files) and then all my other ideas to add on to this. They can follow, hold inventory, pick up items and gain experience (and as they level up they get rewards: nametags, emeralds, diamons, netherstar, etc.).


    My question is, do you guys want to wait for a full release? Or would you like me to upload a WIP beta?

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016
    Quote from kadzooks»

    Hey uh.


    I found this on Github that you might want to check out.


    Apparently this guy is also updating the mod, the original japanese one methinks.


    https://github.com/tramat/LittleMaidLimited


    That's ok. I looked at his work, and I think that I have more work done and our process is a bit different. I think he is trying to update the code, while I'm rewriting it. My hope is to make this mod extendable, meaning that although maids were the original intent, people can use it to make different servants (butlers anyone?). We'll just see have to see. :)
    Posted in: Minecraft Mods
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