1. a new class called cleric. spells: 1.holy bolt, 2. heal self, 3. heal others, 4. heal group.
2. a ranger spell: ability to tame anything depending on level. (high level and stats mean taming higher level mobs.)
3. mage spell. able to summon a mob of any sorta depending on level for some time. (stats increase time duration.)
4. add demons, angels, different kind of elemental dragons, more mobs, but take your time on all of these things as i know its hard to code and will take a while to figure this all out. i had more but cant remember them for the time being... brain having a fart as i havent slept for 24 hours.
ah to many pages to read. so i didnt see it and i just got here... only read the last two or three pages... thanks for informing me. i just thought it would be a good idea because of a group of four friends each a different class can venture out.
Here is a suggestion:
Make food heal HP instead of hunger like it did before hunger was implemented.
I even came up with tiers of HP restoratives (includes health potions)
Tier 0 (0 HP restored): Potion of Regeneration (doubles regeneration for a short time)
Tier 1 (10 HP restored): Raw Beef, Raw Chicken, Raw Fish, Rotton Flesh
Tier 2 (20 HP restored): Cookie, Apple, Cooked Chicken
Tier 3 (30 HP restored): Cake Slice, Bread, Cooked Beef, Melon Slice, Cooked Fish,
Tier 4 (40 HP restored): Mushroom Stew
Tier 5 (50 HP restored): Cooked Porkchop
Tier 6 (80 HP restored): Golden Apple (also doubles regeneration for a short time)
Tier 7 (100 HP restored): Potion of Healing
Tier 8 (150 HP restored): Potion of Healing II
Potions of Harming and Potions of Harming II will deal as much damage as Potions of Healing and Potions of Healing II restores (100 and 150, respectively)
I also firmly believe you should add shapeless repair recipies for Picks, Shovels, and Hoes.
Also, for the Mana restoratives:
Tier 0 (0 Mana restored): Potion of Mana Regeneration (Akward Potion + Netherrack)
Tier 1 (50 Mana restored): Golden Apple
Tier 2 (100 Mana restored): Potion of Magic (Akward Potion + Golden Nugget)
Tier 3 (150 Mana restored): Potion of Magic II
You are doing great adding tons of new and awesome stuff to the mod, frizzil, but it is my firm belief that you shouldn't cut or serverely nerf other aspects of vanilla minecraft (farming, food, potions) out while you are doing so.
I mean, ranger's are pretty much boss-ass once they get decent items, sitting in a tree all high and mighty.
In-comes a bat/bird/flying-tentacle-monster-of-doom and ****s his day up.
Optionally, monsters that have a high jump ability would be hilarious.
EDIT:
For Agility, Look at Corosus's Move+ mod.
I used it to aid in creating my Double Jump Boots for Metroid Mod.
Double edit:
%'s modifiers. "+10% Fortitude". AKA, for every 10 fortitude you have, you get another one.
Now, to those thinking this would break and be infinite, the bonus is only counted one time.
To further 'nerf' it, make it only do from the -base- stats, verses the edited stats.
@TankmasterG Sure, ideas are always appreciated, just post 'em right here on the thread! Just try to be impartial towards them. Know that I'm REALLY striving to get balance right, because in the end, that's what's gonna make or break this puppy. For the record, my brother was the guild master of one of the first guilds to beat Sunwell in WoW- he is an EXTREMELY talented and knowledgeable gamer, and I've been getting him to help me balance the play mechanics.
Just looking around, all of a sudden I saw this and I thought "Sunwell is possible?" I spent hours organizing a 25 man raid for sunwell in cata, got 10 85s 10 80 and 5 70 and we failed because I was the only one who knew the boss mechanics. Even when I explained it to them. Don't kill the first dragon, don't touch each other while on fire, stay away from the evil gas that posseses your character.... why did the only raid geared 85 have to get possessed *sigh*
i didnt notice him posting that -.- anyway does any1 know when will be the 1.3 compatible version be released
Dont ask when an update is happening. its bad mojo. Secondly, it might take a while all things considering. especially seince he hasnt edited the OP for a while...
Dont ask when an update is happening. its bad mojo. Secondly, it might take a while all things considering. especially seince he hasnt edited the OP for a while...
He's currently working on a patch for the 1.2.3 version.
IF he uses MCP, that has yet to be updated, so we still have some time, but yes, I do agree, asking when an update will occur is exactly what shut down the MCP threads. Modders hate it.
He's currently working on a patch for the 1.2.3 version.
IF he uses MCP, that has yet to be updated, so we still have some time, but yes, I do agree, asking when an update will occur is exactly what shut down the MCP threads. Modders hate it.
Although, i still cant find or understand the reason behind being on 1.2.3 of all patches, 1.2.3 and 1.2.5 wasnt that big of a leap in the game. i know 1.3 is going to take a couple forevers because its perma-online mode, which pretty much forced modders to go SMP (Good and bad, good and bad..).
Although, i still cant find or understand the reason behind being on 1.2.3 of all patches, 1.2.3 and 1.2.5 wasnt that big of a leap in the game. i know 1.3 is going to take a couple forevers because its perma-online mode, which pretty much forced modders to go SMP (Good and bad, good and bad..).
He's still on 1.2.3 because he chose it and that's what all the -other- patches are on, and is probably when he started on the mod. I mean, if you have an open workspace with your sourcecode, why move to an entire different workspace?
It's like repairing a toy. Why stop in the middle of fixing it, clean it all up, then move to another room in the house to continue fixing it, only to find that in transit, you broke more of it?
Yes, the mod is badass, but he'll update it when MCP updates to 1.3, or something... I DON'T KNOW DON'T ASK ME!
MCP has been released for 1.3.1. I hear it's drastically different from previous MCP's though, so it may be taking a while to adapt this mod to it. Or Frizzil's just having fun scripting up a zillion awesome skills and spells.
Speaking of, Frizzil may we have the ability to script up custom animations?
1. a new class called cleric. spells: 1.holy bolt, 2. heal self, 3. heal others, 4. heal group.
2. a ranger spell: ability to tame anything depending on level. (high level and stats mean taming higher level mobs.)
3. mage spell. able to summon a mob of any sorta depending on level for some time. (stats increase time duration.)
4. add demons, angels, different kind of elemental dragons, more mobs, but take your time on all of these things as i know its hard to code and will take a while to figure this all out. i had more but cant remember them for the time being... brain having a fart as i havent slept for 24 hours.
its 1.2.3 try re installing it or using the technic launcher xD
That's what he's going to add, numbnuts.
Make food heal HP instead of hunger like it did before hunger was implemented.
I even came up with tiers of HP restoratives (includes health potions)
Tier 0 (0 HP restored): Potion of Regeneration (doubles regeneration for a short time)
Tier 1 (10 HP restored): Raw Beef, Raw Chicken, Raw Fish, Rotton Flesh
Tier 2 (20 HP restored): Cookie, Apple, Cooked Chicken
Tier 3 (30 HP restored): Cake Slice, Bread, Cooked Beef, Melon Slice, Cooked Fish,
Tier 4 (40 HP restored): Mushroom Stew
Tier 5 (50 HP restored): Cooked Porkchop
Tier 6 (80 HP restored): Golden Apple (also doubles regeneration for a short time)
Tier 7 (100 HP restored): Potion of Healing
Tier 8 (150 HP restored): Potion of Healing II
Potions of Harming and Potions of Harming II will deal as much damage as Potions of Healing and Potions of Healing II restores (100 and 150, respectively)
I also firmly believe you should add shapeless repair recipies for Picks, Shovels, and Hoes.
Also, for the Mana restoratives:
Tier 0 (0 Mana restored): Potion of Mana Regeneration (Akward Potion + Netherrack)
Tier 1 (50 Mana restored): Golden Apple
Tier 2 (100 Mana restored): Potion of Magic (Akward Potion + Golden Nugget)
Tier 3 (150 Mana restored): Potion of Magic II
You are doing great adding tons of new and awesome stuff to the mod, frizzil, but it is my firm belief that you shouldn't cut or serverely nerf other aspects of vanilla minecraft (farming, food, potions) out while you are doing so.
Arial combat creatures.
I mean, ranger's are pretty much boss-ass once they get decent items, sitting in a tree all high and mighty.
In-comes a bat/bird/flying-tentacle-monster-of-doom and ****s his day up.
Optionally, monsters that have a high jump ability would be hilarious.
EDIT:
For Agility, Look at Corosus's Move+ mod.
I used it to aid in creating my Double Jump Boots for Metroid Mod.
Double edit:
%'s modifiers. "+10% Fortitude". AKA, for every 10 fortitude you have, you get another one.
Now, to those thinking this would break and be infinite, the bonus is only counted one time.
To further 'nerf' it, make it only do from the -base- stats, verses the edited stats.
Just looking around, all of a sudden I saw this and I thought "Sunwell is possible?" I spent hours organizing a 25 man raid for sunwell in cata, got 10 85s 10 80 and 5 70 and we failed because I was the only one who knew the boss mechanics. Even when I explained it to them. Don't kill the first dragon, don't touch each other while on fire, stay away from the evil gas that posseses your character.... why did the only raid geared 85 have to get possessed *sigh*
And then we'll need this as well.
Dont ask when an update is happening. its bad mojo. Secondly, it might take a while all things considering. especially seince he hasnt edited the OP for a while...
He's currently working on a patch for the 1.2.3 version.
IF he uses MCP, that has yet to be updated, so we still have some time, but yes, I do agree, asking when an update will occur is exactly what shut down the MCP threads. Modders hate it.
I use the Technic Launcer, it works amazingly.
Technicpack.net, download it, select Hack/Mine. Use the Options button, before you log-in, to select your version number.
Works like a charm~!
Ah, Thanks!
Although, i still cant find or understand the reason behind being on 1.2.3 of all patches, 1.2.3 and 1.2.5 wasnt that big of a leap in the game. i know 1.3 is going to take a couple forevers because its perma-online mode, which pretty much forced modders to go SMP (Good and bad, good and bad..).
He's still on 1.2.3 because he chose it and that's what all the -other- patches are on, and is probably when he started on the mod. I mean, if you have an open workspace with your sourcecode, why move to an entire different workspace?
It's like repairing a toy. Why stop in the middle of fixing it, clean it all up, then move to another room in the house to continue fixing it, only to find that in transit, you broke more of it?
My Metroid Mod is still back on 1.2.3.
Yes, the mod is badass, but he'll update it when MCP updates to 1.3, or something... I DON'T KNOW DON'T ASK ME!
MCP has been released for 1.3.1. I hear it's drastically different from previous MCP's though, so it may be taking a while to adapt this mod to it. Or Frizzil's just having fun scripting up a zillion awesome skills and spells.
Speaking of, Frizzil may we have the ability to script up custom animations?