For further, nitty-gritty details, look no further.
Minecraft version: 1.12
Mod libraries required: CustomNPCs mod, Player API
►No Attacking During Combat Cooldown: Exactly what the title states. Players no longer have the ability to attack and deal less damage while the cooldown is active.
►Combo Attacks: All combat cooldowns are 75% shorter now. Upon consecutive hits, a player can make two attacks with a 75% combat cooldown and one final attack to (spawn some special “combo-finisher” particles and) dealing extra damage armored targets but with a 150% combat cooldown.
D being the damage for the final combo strike, w being the weapon’s base damage, and a being the number of defense points in armor (for example, a full set of diamond armor is 20 defense points). Damage values are rounded to the nearest whole number. Taking a hit during the combo will reset the combo.
Now, the player can utilize one of two alternate attacks when "shift-clicking". Heavy-type weapons (delegated to the “axe” category) perform AOE “sweeping blows” and lighter weapons (delegated to the “sword” category) deal armor piercing damage.
Swords: Stab attack – damages the target directly (ignoring armor) but only deals 75% damage and has a combat cooldown of 150%. (No combo)
Axes: Sweeping Blow deals AOE (within a 1.5 block radius) damage, +1 knockback to target, and stuns target (prevents target from using items for 1 second) however only deals 75% damage and has a combat cooldown of 150%. (No combo)
►Adding a Half-Life 2-style "Crouch-Jump"
Holding shift, while in the air, no longer inhibits movement. It also allows skilled players to jump over obstacles that are a block and a slab high.
►Adding in more resource pack capabilities
Resource packs now support changing armor models.
►Changing Structure Blocks
When saving a structure to file, the player has an option to turn on global spawning and once that is activated, a second option appears under the global spawning option: specify spawn settings. This option will bring the user to another screen where the spawn settings can be specified. The editable variables are as following:
Spawn limit (in world)
Spawn limit (in ____ chunks)
The biome that the Structure spawns in
Spawns after ____ Structure has been spawned
Spawns ____ blocks (within proximity of) near ____ Structure
Spawns after ____ NPC quest has been given (only generate-able by the player who was given the quest)
Spawns after ____ NPC dialogue has been given (only generate-able by the player who was given the dialogue)
The last two require CustomNPC prerequisites and must run a check on whether or not the specified dialogue/quest has been issued.
Aside from saving structures to spawn naturally, structure blocks can save command block functions as scripts to be run either always as part of the world (applying to all worlds) or to be run only loaded via /loadscript. Users can also save command block functions that use /pose as animations that replace the following existing animations for the player and CustomNPCs:
-Shooting a bow
-Attacking (1st hit in a combo)
-Attacking (2nd hit in a combo)
-Attacking (combo finisher)
When creating scripts or animations with structure blocks, it only saves the command blocks, start/end script blocks, redstone repeaters, comparators, and redstone.
►Adding CustomNPCs Tweaks
CustomNPCs saved as Cloned NPCs can now spawn in new worlds with the same custom spawn setting options as the custom structure spawn settings. These spawn settings are set in the CustomNPCs Edit GUI. When the CustomNPC is cloned, there will be another option to save the NPC globally. When choosing this option, the CustomNPC will become spawnable in all worlds (under the spawn conditions set before cloning, of course).
►Saveable CustomNPCs World Settings: World Settings, such as recipes and other data, now have the ability to be saved and made global (apply to all worlds unless changed in those worlds). All recipes and quests are also saved (this includes any specific items with custom attributes are saved as well.)
►CustomNPCs Randomizeable Traits: In the CustomNPCs Edit GUI, NPCs can now have a list of randomize-able skins and names. All skin and name chances have an equal chance of being selected when being spawned (if the NPC has spawn settings set)
/pose – usage: Specify the limb that is being rotated and define its rotation in degrees in the axis you wish to rotate. To keep rotation in certain axis, leave a ‘~’ sign. Example: (/pose leftarm[90 ~ ~])
/shoot – usage: Specify the entity to shoot and define the knockback force and direction being applied to the summoned entity. To the direction the player is looking in, leave a ‘~’ sign next to a @u. Example: /shoot arrow @u~ @u~ @u~ 5
/force – usage: Define the knockback force and direction being applied to the target entity. To the direction the player is looking in, leave a ‘~’ sign next to a @u. Example: /force @p @[email protected]~ @u~ 5.
/loadscript – usage: Load saved scripts. Type in the name of the saved script that you entered when you saved your script with Structure Blocks.
@u – usage: Used for applying a command to the player who used said command.
@n – usage: Used for applying a command to the CustomNPC.
►New Data Tags:
npcId – usage: Used for referring to a specific NPC using its saved name you entered when you saved the NPC.
►New NBT Tags:
attackRange (items) – used for specifying an item’s attack range.
onKill (items) - used for calling a script when the item is used to kill an entity.
onUse (items) - used for calling a script when the item is right-clicked with.
onPlace (blocks) - used for calling a script when the block is placed.
onDrop (items and blocks) - used for calling a script when the item is dropped.
onShift (items and blocks) - used for calling a script when the item is shifted with.
onHit (items) - used for calling a script when the item is used to hit an entity.
onBreaking (items) - used for calling a script when the item is used to destroy a block.
onBreak (blocks) - used for calling a script when the block is broken.
onRedstone (blocks) - used for calling a script when the block is activated by redstone.
onUsed (blocks) - used for calling a script when the block is right-clicked on by the player.
customTag (items and blocks) – used for specifying and/or calling a custom item tag. Used with /testfor and /give.
blockHardness (blocks) – used for specifying a block’s hardness.
blockDropsSelf (blocks) – used for specifying whether a block drops itself.
blockDropsItem (blocks) - used for specifying whether a block drops another item.
-Armor: 4 sets each of diamond, gold, iron, chainmail, and leather armor to serve as placeholders for customizeable armor that the player can create using commands.
- Swords: 4 sets each of diamond, gold, iron, stone, and wood swords to serve as placeholders for customizeable swords that the player can create using commands.
- Axes: 4 sets each of diamond, gold, iron, stone, and wood axes to serve as placeholders for customizeable tools and weapons that the player can create using commands.
- Pickaxes: 4 sets each of diamond, gold, iron, stone, and wood pickaxes to serve as placeholders for customizeable tools that the player can create using commands.
- Hoes: 4 sets each of diamond, gold, iron, stone, and wood hoes to serve as placeholders for customizeable tools that the player can create using commands.
- Bows: 4 bows to serve as placeholders for customizeable bows that the player can create using commands.
- Empty Items: 20 items with no attributes to serve as placeholders for customizeable items that the player can create using commands.
- Blocks: 20 blocks with no attributes to serve as placeholders for customizeable blocks that the player can create using commands.
Start/End Script Blocks: Used for determining the start and end of a command block chain when creating scripts with structure blocks.
Round Shields: Same attributes as regular shield, but with a rounded shape. Can be decorated.
Heater Shields: Same attributes as regular shield, but with a heater shape. Can be decorated.
So here is where I need the community's help. I need a Java programmer to create this mod, since I lack the expertise in the language of Java to take on such a task. Normally, I would try and learn my way through a project like this, but I am too tied down with school and my various other endeavors to undertake this project. Thus, I must request assistance in this area.
My intent for this mod is to eventually set up several multiplayer servers to play with this mod and CustomNPCs. I am planning a user-friendly system for packaging this mod, allowing for ease of access to this mod. On these servers, I will create a massive world with questing, NPCs, mini-games, fun PVP, and more. But I can only do that with the help of CustomCraft 1.12.
If you don't code, I'd love your help if you want to provide ideas or suggestions for CustomCraft or even if you want to help create stuff on my server when it's finished. Just comment your ideas on this thread or DM me suggestions.
If you code and would like to help, PLEASE don't hesitate in contacting me at:
a. here on the forums
b. my email: [email protected]
c. or my discord: Jackalope#6446