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    posted a message on OreScape - A RuneScape mod for Minecraft. [Hiring Experienced Java Developers!]

    What gives you the impression that this isn't a real mod? It's a work in progress, so there's no playable version, at the moment. I'm currently doing everything solo, with a bit of coding assistance from some other modders, but I can promise you that this is absolutely a mod based off of the MMORPG game Runescape. Feel free to check this link for the content that I'm showing: https://imgur.com/a/QGnSc

    There will be an actual trailer of all the features once I have more of the mod completed, but this is all I can show right now.

    Posted in: WIP Mods
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    posted a message on Issues with Custom Bow + Arrows

    Okay, I fixed the issue. Instead of making a new class that extends EntityArrow, I made a new class that extends EntityTippedArrow, and used that to change what I needed.

    Posted in: Modification Development
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    posted a message on Issues with Custom Bow + Arrows

    I added a return method to ArrowBronze

    public BronzeArrow createArrow(World worldIn, ItemStack stack, EntityLivingBase shooter)
    {
    BronzeArrow bronzearrow = new BronzeArrow(worldIn, shooter);
    return bronzearrow;
    }


    and changed BronzeArrow to be non-abstract. The problem is now this though:

    Caused by: java.lang.IllegalArgumentException: Don't know how to add class orescape.mod.entity.BronzeArrow!

    It's happening at this line in ShortbowNormal:

    worldIn.spawnEntity(bronzearrow);


    I apologize for any inconvenience. I'm still new to all this.
    Posted in: Modification Development
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    posted a message on Issues with Custom Bow + Arrows

    Everytime I try to fire the bow in-game, it says there's an error at this line in ShortbowNormal:


    bronzearrow.shoot(entityplayer, entityplayer.rotationPitch, entityplayer.rotationYaw, 0.0F, f * 3.0F, 1.0F)
    Posted in: Modification Development
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    posted a message on Issues with Custom Bow + Arrows

    Eclipse is telling me

    "The type BronzeArrow must be an abstract class to define abstract methods"

    when I remove abstract.

    Posted in: Modification Development
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    posted a message on Issues with Custom Bow + Arrows
    public abstract class BronzeArrow extends EntityArrow implements IProjectile

    Am I not supposed to have this as abstract? EntityArrow is abstract, which means I should have the class extending abstract, too, right?

    Also, this should cover the custom entity already, right?


    public BronzeArrow createArrow(World worldIn, ItemStack itemstack, EntityPlayer entityplayer)[/b]
    Posted in: Modification Development
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    posted a message on Issues with Custom Bow + Arrows

    The original code is:

    public EntityArrow createArrow(World worldIn, ItemStack stack, EntityLivingBase shooter)
    {
    EntityTippedArrow entitytippedarrow = new EntityTippedArrow(worldIn, shooter);
    entitytippedarrow.setPotionEffect(stack);
    return entitytippedarrow;
    }

    If I have no EntityTippedArrow for my custom arrow, what should I be using for the return value instead? I figured null was fine.
    Posted in: Modification Development
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    posted a message on Issues with Custom Bow + Arrows

    I created a custom bow that uses my modded arrows. It worked with checking for the custom arrows, and even subtracting them from the stack, but on firing the bow, it just shoots a normal MC arrow, and it picks a normal arrow up from the ground.

    I figured the only way for it to shoot a new type of arrow was to create new ItemArrow and EntityArrow classes, which I have done. However, now the bow doesn't fire ANY arrow when I shoot it. I'm baffled by why this is the case now. Does anyone know anything about custom bows and arrows?

    Here are the pastebins for all three classes used. I'd love to figure out why this isn't working.

    Bow: https://pastebin.com/UX1KQZtY
    Arrow: https://pastebin.com/8SBffjUu
    Entity: https://pastebin.com/MKa1476m

    Posted in: Modification Development
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    posted a message on OreScape - A RuneScape mod for Minecraft. [Hiring Experienced Java Developers!]

    What is OreScape?

    OreScape is a large mod project in development for a multiplayer server.


    Development screenshots can be found here: https://imgur.com/a/QGnSc


    The mod carries roughly the same features one would expect to find in the MMORPG Runescape, but placed in a scenario where team-based PvP plays a crucial part of the server. Development of the server features itself are a long ways off, but here is some of what you can expect in the future:


    1. Six factions to choose from that represent the Gods of Runescape.

    • Saradomin
    • Guthix
    • Zamorak
    • Bandos
    • Armadyl
    • Zaros

    These factions are expected to be cosmetic, but they may offer slight bonuses in different skills depending on the choices.


    2. A large-scale map filled with limited resources, expansive dungeons, and dangerous enemies.

    OreScape encourages players to work together when venturing out of their home city. The wilderness is dangerous, and players will need to explore dungeons in groups to face the various mobs that guard the resources. Of course, with limited resources comes a battle over who controls them. Players will need to clear not only mobs out, but potentially other players, too.


    3. A level system that serves to gradually unlock better weapons, armor, and tools as you gain experience.

    As with the base game, you need to earn XP in each different skill to unlock access to better equipment. The full list of skills are still under development, but below are ones you can expect to see in the game.

    • Melee Combat - Access to various close-range combat equipment.
    • Ranged Combat - Access to bows of various types, as well as throwing knives, javelins, and much more.
    • Magic Combat - Access to various spells, damaging and supporting alike.
    • Mining - Access to better pickaxes, which are used to mine ore faster, as well as clear debris that block the paths in dungeons.
    • Smithing - Access to creating better weapons, tools, and armor. You can also salvage extra tools for their ingredients.
    • Fletching - Access to crafting better bows, arrows, armor, and other ranged equipment.
    • Enchanting - Access to magical crafting, such as spells, mystical robes, and various staves.

    4. A wide array of unique bosses that drop rare, uncraftable equipment.

    I'm not going to be spoiling any of these bosses, but I can promise you that Dragon equipment will be available. And maybe even Barrows in the future.

    So, with all these great features, what is the end-game goal?



    Well, every faction has a city, and that city contains a crystal. Factions can go to war on each other's cities, and if the crystal is destroyed, that faction is gone entirely. The remaining players of that faction can join a new one. Once all but one faction are defeated, the server is reset for a new "season." Keep in mind that this isn't as simple as it sounds. All cities are heavily guarded by high-level NPCs, as well as the players in the faction themselves. A faction will have to coordinate well to take a crystal out, and it will require a large stockpile of near end-game gear to arm their players with.


    That's all planned so far. I'm looking forward to making this mod a reality. If you have any inquiries about development, or want to join the project and assist me, you can find my Discord here: Zapfox#5034


    Thank you so much for reading!

    Posted in: WIP Mods
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