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?
I believe Frizzil's gonna try for a full 1.2.3 patch before updating, so we have something to play whilst waiting.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/6/2010
Posts:
50
Minecraft:
bixybixy2
Member Details
-Snip- he was on the wiki YESTERDAY. This is why they call me insane, because i overlook the obvious and put missiles in my handguns.
Well. In that case, let me throw this wall of suggestions and looksies and stuff here in this spoiler box. all from dev build .. 0.6? (Pre-Spoiler. it is a HUGE wall of text, if you are of bad eyesight, or of little patience, skip.)
Documentary of a Crazy Lycan Cub.
To explain the lycan cub part. i have a wolf skin i was using alongside More Player Models. When i got to choose my race and class for the first time, i totally went halfling warrior. Hit f5 to see if the model is different.. i looked. ****ING. ADORABLE. the included texture pack with the bearskin leather armor and the giant sword made it hilarious!
Anyway, so i tried all the classes, and i landed in roughly the same conclusion as everyone else; Warriors need higher cooldowns, Archers need a rework (They suck right now, cant even kill chickens, let alone hit them), and mages are wickedly balanced. what i mean by that, is that they hit like a truck, but they have no health, no armor. you get two shot constantly. The main benefit i see for playing mage is Thor-stomping pigs and killing the pigmen for gold nuggets.
now to go over the other stuff people have talked about.
Dual wielding would be sick. Adventurecraft did it, M&B:Battlegear did it, a few others did it. we can do it too. You could also go so far as making two-handed weapons that are slower, hit harder, maybe have a cleaving effect that stacks with warrior's Whirlwind (Grab a big sword and spin to win kids!). Shields with a blocking system similar to mine and blade, maybe a shield bash ABILITY instead of block-attack like battlegear. Adding something akin to a Dragon stomp (Leap and land, AOE hit) would be cool on warriors too, have the ground in a set radius highlight green for you to show where you can target to leap to. Would be something cool to have alongside the normal Leap, give berserker players that feel of rushing into battle and goomba-stomping a roflconda before jumping away.
More on the ranger's side, they need a LOT of work. what i thought of is to have a few different arrows that would be consumed upon using an ability. Flint arrows (Default) would be used for longer, precision shots with the normal attack, similar to regular minecraft bow shots. Coal arrows (Coal in place of flint) would be consumed upon using Explosive Shot, Torch Shot, and a new ability: Firework Arrow, which will explode after 2 seconds (Regardless if it hits an enemy, so its still 2 seconds if its a point blank shot) and create a ring of eight blaze-like fireballs horizontally that will shoot out, lasting 1 second. The next arrow is the Heavy Arrow (Iron for the shaft). the Heavy arrow will fly much straighter than a normal arrow, but can only be used with Longbows. would be used for all new abilities: Shattering Arrow, which will reduce the enemy's armor by, say, 20% for 10 seconds. Hammer Shot, which will knock the target back 7 blocks, and if it hits a wall, it cant move for 3 seconds (Its pinned to the wall). and Execution Shot, which deals 100% of the arrows normal damage, dealing triple that if the enemy is under 20% HP. This allows longbowmen to pull of some decent crowd control, single-target damage amplification (Great for bosses and rares) and still have the feel of a sniper with Execution shot. The third arrow wraps up the skillset: The Mystic Arrow, made by surrounding an Ender Pearl with four arrows. the mystic arrow benefits from half of your Dexterity, and half of your Willpower. The mystic arrow also has three abilities, Multi-shot, which will fire a base of 3 arrows in a cone, each arrow 15 degrees aside the other, and each arrow is much more acurate, but is more influenced by gravity's laws, and will only deal half of the damage. Every 30 Willpower, up to 120 Willpower, will add two more arrows to the side, maxing out at 9 arrows in a wide 120 degree cone at 120 Willpower. This gives archers a mage-like ability, that scales well off of thier own stats, as well as willpower. The second Mystic Arrow ability is called Bouncing Arrow, which will have a 100% to ricochet and target an enemy near the enemy the arrow is bouncing off of, causing the % to ricochet to lower by 20%. The maximum number of bounces is 5. The third ability is not the lightning-inducing arrow like we see now, the third ability is called Black Arrow, which will steal health based on how much of the arrows damage is influenced by willpower, and also apply a rank 1 Slowness effect for 3 seconds, while also applying a rank 1 speed increase for the same time. . This kit gives Willpower archers a significant boost in Crowd Control, Group damage, and Sustained life and damage, as well as givng them the ample power to kite single mobs effectively, like real rangers should!
Somewhere i read that mages got a U-haul of overhauls, so i wont go into any heavy detail as to whats good and bad about them. they have infinite gold as long as they have pigs, they have the best form of movement in the game, and they eat packs of enemies alive. On the other hand, they have no life pool (Usual for a caster), They are screwed if they go mana starved, and there is currently little to do in the early-mid game about mana regeneration. Also. lightning a pig, and it will turn into a pigman, this generation actually has a chance to create a rarespawn pigman. dont know if intentional or not, but its fun to lightning bolt every pig i see in hopes of getting a rarespawn.
Onto the races: Halfling is sick, you can fit in 1.5 block high holes (A slab does the trick!) and skeletons might as well go AFK seince they cant hit you. Other than the model problem with the telekinetic powers of floating objects, they are pretty balanced as a race. I have yet to actually try elves, Steves and dwarves, but i hear they don't have anything, so i will go off of that. The Dwarves obviously need some mining bonus, thats what they do, but they also should get a passive 25% damage bonus from axes, making axedwarves a good option for warriors. Elves should have a passive 25% regen speed increase for both health and mana, that alone makes the class worth it. And steve? 10% bonus EXP and Currency gain. Standard for the 'balanced' race.
I saw somewhere that you should lower the common item drop rate, i agree with that doubley so. I have had times where i would leave my home town for five minutes and come back full of vendor trash to sell. as much as i love the money, i dont like having to play fed-ex every time i leave town to go mining.
speaking of mining, again saw somewhere that you should increase mob levels as you go down. Agreeing with this too. if mobs spawn between layer X and Y, they are Z level. if they spawn between A and B layers, they are C level. so on so forth. as well as adding diffrent mobs down there. Rock Golems, Worms (Using the Roflconda model with a stone texture) And as you get to bedrock, you begin the hunt to find Lava caverns, surrounded by Ash stone, home to the Core Beasts, giant four-legged monsters that breathe fire and.. you know. Evil fire dogs that are 20 feet tall. Maybe lava naga? would be sick.
And for dungeons, not one dungeon i have been in has had any loot of importance. there were chests, but no 'final chest of cool stuff' like the Towers have. This makes the underground dungeons very unappealing to me as a player, forcing me to go bust my balls in the towers to get good items.
And now for my own ideas.. about things based off of things that arnt in the game, rather than are.
Healers: We've talked about them, people want them. its planned, but what i think is that healers (Clerics probably, maybe Paladins?) should have enough abilities to 1: Keep a group alive during a heavy engagement. 2: Support allies with buffs, Demoralize enemies with debuffs. 3: Still retain the feel of being a squishy character through the self-healing abilities, 4: Willpower primary stat to scale healing, NOT buffs and debuffs. So i came up with this kit of 9 abilities:
(As a rule. all targeting is "Targets the closest player to your cursor, if no player or wolf is adjacent to your cursor, spell targets self" for Words and Boons, and "Targets the closest enemy NPC to your cursor, if no enemy is adjacent to your cursor, the spell does not activate" For Judgements. Players may only have one Boon on them at a time, and Boons all have a 5 second cooldown, and last 5 minutes. Same one-per-person rule is applied to Judgements, but judgements have a 10 second cooldown and last 25 seconds. Banes scale off of intelligence, providing a 0.1% per point scaling. Boons scale off of willpower and intelligence, providing a 0.075% scaling for each. [it takes some skill get the same scaling with hybrid abilities as pure stat abilities because chances are, the pure stat user will always have a bit of the other stat as well, thus making a 0.1% on hybrid each have more effect thatn 0.1% on pure stat)
1) Word of Healing: Heals for X health. 2 second Cooldown. 2) Word of Renewal: Provides a 20 second boost to health regeneration. 10 second Cooldown. 3) Word of Holy Light: Provide a light of level 15 around you, healing all allies within a 5 block radius for X health. 15 second Cooldown. 4) Boon of Strength: Provides a 5% Damage boost to your weapons (Not your strength or int or dex, your actual overall weapon damage) 5) Boon of Resolve: Provides a 5% Boost to your total health pool (Not vitality) 6) Boon of Swiftness: Provides a rank 1 speed bonus and a 5% attack speed increase. 7) Judgement of Life: Attacks made on the judged enemy heal the attacker for 5% of the damage dealt. 8) Judgement of Exposure: Attacks made on the judged enemy have a 5% chance to deal double damage. this stacks with critical strikes. 9) Judgement of Chains: The Judged enemy has a rank 2 slowness, 5% reduced attack speed, and takes a flat 0% of its health every time it moves one block. (0% scales 0.01% for Inteligence)
This kit provides Clerics with less "Yawn" factor, allowing you to get into the fight and throw around Judgements to help the fight succeed. as well as providing great solo-ability with self heals, Boon of Strength and Judgement of Life. Or you can use Boon of Swiftness and Judgement of Chains to quickly catch up to your target.
Also, Class items. Do it. We need Class items, and items with Set bonuses (Mainly for multiplayer, people can collect sets of items by killing mobs and such, and sell them to others for profit, or keep them to wear)
And we could whip up some consumables that actually work, like mana potions.
heres a concept: Replace the starting compas with a "Home Compass" That will always point to a block you set by right-clicking with it. That way, you can set it to your current home instead of the spawn point, in case you want to journey to higher level zones.
Comments wanted!
why cant you guys just put to download a server that is ready to be run instead of having to install it cause i have followed the EXACT instructions and it just errors out... Im on mac BTW please help
why cant you guys just put to download a server that is ready to be run instead of having to install it cause i have followed the EXACT instructions and it just errors out... Im on mac BTW please help
Because putting a server that's ready to use up for download is AGAINST THE RULES!
Rollback Post to RevisionRollBack
A mad god can still have a heart, it's just wrapped in an enigma inside a mystery coated in riddles, all guarded with lasers.
Please! change roflcondas to this type of creeper:
Eenope, roflcondas are gonna stay as they are, since that's how the great and mighty Frizzil made 'em, and we shouldn't disagree with the great and mighy Frizzil, since that'll bring out the bad mojo!
Rollback Post to RevisionRollBack
A mad god can still have a heart, it's just wrapped in an enigma inside a mystery coated in riddles, all guarded with lasers.
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?
I'm currently having fun scripting up a zillion awesome skills and spells, then once that patch is out (with the same version of Minecraft), I'll work on updating Minecraft versions (assuming they already released the first or second hotfix, fixed the lighting bug, and improved entity movement in SMP.) I'll also try and expand on dungeons more with the patch after this one, along with other fun changes.
You'll be able to script projectile animations, and set other icons/sprite animations where appropriate cause that's all easy to implement As for animating actual models... eh, not sure, I'll think about it. It'd be sweet if you could, but it'd be a heck of a lot slower than creating the model in regular code. 5+ Roflcondas rendered with the scripting language would probably lag the game on my machine (since currently maybe 20+ do that for me.) Optifine would greatly improve that number, however...
Please! change roflcondas to this type of creeper:
Ooooooohhh... I thought of having "spider creepers" and other variations at one point, but this guy looks pretty cool... I like having Creeper-textured, ridiculously elaborate monsters XD The Creeper Hydra! The Creeperlisk!
is the dev version for 1.2 or 1.3? tryed it with 1.3 and blackscreened.
Rollback Post to RevisionRollBack
i got a texture pack now, its here it changes how armor and tools look and has a few slight changes to a few blocks in terrain like making the redstone torch look more like a redstone torch then a lollipop.
true it says that on the mod but i was asking about the DEV version, i am unsure when the dev version was uploaded so how am i supose to know it wasnt uped after 1.3 so that it worked for 1.3
i know 0.5.3 is for 1.2.3 tho.
was asking mostly cus i'm pretty sure i read somewhere that he said he wouldnt update till 1.3 so i figured 0.6 dev was for 1.3 and not 1.2
i got a texture pack now, its here it changes how armor and tools look and has a few slight changes to a few blocks in terrain like making the redstone torch look more like a redstone torch then a lollipop.
I'm currently having fun scripting up a zillion awesome skills and spells, then once that patch is out (with the same version of Minecraft), I'll work on updating Minecraft versions (assuming they already released the first or second hotfix, fixed the lighting bug, and improved entity movement in SMP.) I'll also try and expand on dungeons more with the patch after this one, along with other fun changes.
You'll be able to script projectile animations, and set other icons/sprite animations where appropriate cause that's all easy to implement As for animating actual models... eh, not sure, I'll think about it. It'd be sweet if you could, but it'd be a heck of a lot slower than creating the model in regular code. 5+ Roflcondas rendered with the scripting language would probably lag the game on my machine (since currently maybe 20+ do that for me.) Optifine would greatly improve that number, however...
Ooooooohhh... I thought of having "spider creepers" and other variations at one point, but this guy looks pretty cool... I like having Creeper-textured, ridiculously elaborate monsters XD The Creeper Hydra! The Creeperlisk!
You cruel, cruel man....
Also: Spider with limbs made out of creeper heads.
Eye of the Beholder (from Dungeons and Dragons Second Ed.) that, you guessed it, is a creeper head.
Eel made out of creeper heads (wee... swimming roflconda's that don't float. Sneak attack from below the waves )
The Meaning of Life, the Universe, and Everything.
Join Date:
6/10/2012
Posts:
56
Member Details
IDEAS
Roflerpent: Weaker than roflconda, but can make explosions in water. They cant go out of water or they start getting damaged until there dead, they also cant explode out of water.
T-Rex: A giant boss raptor rarely found, it may have a name like Rockjaw, Stronger than raptors, slower, and bigger. Does loads of damage and makes a crater when it dieing animation hits the ground.
Dragon: A classic green dragon thats rare and shoot fireballs out of his mouth. When he dies he plummets toward the ground and makes a huge crater. Arrows bounce off of him. Lands on ground and can claw you. Every once in a while hit you with his tail. Draogn is very big and shows a boss health bar like ender dragon.
Giant/Ogre: Big with club where ever he hits with the club makes a crater. Can stomp on the ground and shake the game, only does this when player is within 15 or 25 blocks close to him. High health high damage good def.
RACES
orc big adn tall like a dwarf plus a little taller than an elf.
Lizard man. normal person with a tail.
Tiger person normal person with ears and a tail.
PRE-SET skins depending on each race elf would be an elf. steve would be a steve. dwarf would be a dwarf etc.
CLASSES
Priest. uses holy staves and heal spells. if he shoots his team mates with this they get healed the amount of damage it would have done.
Rogue- can duel wield... has assasin abilities and sneak abilities can climb like rangers but they have to be crouching while climbing, holding c...
Necro- Can summon undead like skeletons to fight for him or convert another undead to fight for him. Uses a bone staff that shoots a orb that drains life.
Paladin- A warrior but instead of charge and pull can heal.
Druid- pretty much a priest but uses life magic and can trap enemies in vines or transform into animals etc. can heal
OTHER THINGS
capes amulets and that stuff is configurable to show up on your character or not.
Races have special things halfings and dwarf can go under one block things. Dwarfs are slow but natural warrior + strength - agility -dex + fortidude
Halfings are normally rogues, rangers they are fast and jump high they have good dex but not great strength = + Agility +Dex -strength
Elves are either rangers or mages, or priests, or druids +intellegance -strength(not as much as halfings) +agility (not as much as much as halfings) + dex (not as much as halfings)
Thank you these are most of my ideas!BTW ive noticed the world seems a little bit crowded roflcondas are everywhere same as rat and naga i think you need to fix up the spawn rates a little but its still in beta or alpha so you have time!
So, is the latest version forcing you to use the NPC skin? When I try every race it is the NPC skin, not my own. Is it glitch or is it supposed to be like that?
One thing: The Warriors whirlwind spell. Its OP. I camped in a level 1 tower for about an hour and got level 10 just from 2 level 1 slime spawners. I think it needs a longer recharge time. With whirlwind, you can just kind of hit everything around you at once as fast as you can swing.
true it says that on the mod but i was asking about the DEV version, i am unsure when the dev version was uploaded so how am i supose to know it wasnt uped after 1.3 so that it worked for 1.3
i know 0.5.3 is for 1.2.3 tho.
was asking mostly cus i'm pretty sure i read somewhere that he said he wouldnt update till 1.3 so i figured 0.6 dev was for 1.3 and not 1.2
Nothing is updated to 1.3, if it was it would be announced on the main post!
One thing: The Warriors whirlwind spell. Its OP. I camped in a level 1 tower for about an hour and got level 10 just from 2 level 1 slime spawners. I think it needs a longer recharge time. With whirlwind, you can just kind of hit everything around you at once as fast as you can swing.
They are all OP in their own way, just depends on how the play-style is..
I haven't played much with Mages, but the natural climbing with rangers is an amazing advantage in PvP, and PvE.
IDEAS
~snip~
PRE-SET skins depending on each race elf would be an elf. steve would be a steve. dwarf would be a dwarf etc.
~snip~
I Don't think they should add pre-set skins, 1. Its awful because I wanna look how I wanna look like, 2. For every different race they shoud have their know characteristics of how they look, like The tiger, cat, or wolf people should have tails and what-not, So I vote NOT to have pre-set skins.
I believe Frizzil's gonna try for a full 1.2.3 patch before updating, so we have something to play whilst waiting.
I'm speculating here though.
Well. In that case, let me throw this wall of suggestions and looksies and stuff here in this spoiler box. all from dev build .. 0.6?
(Pre-Spoiler. it is a HUGE wall of text, if you are of bad eyesight, or of little patience, skip.)
Documentary of a Crazy Lycan Cub.
To explain the lycan cub part. i have a wolf skin i was using alongside More Player Models. When i got to choose my race and class for the first time, i totally went halfling warrior. Hit f5 to see if the model is different.. i looked. ****ING. ADORABLE. the included texture pack with the bearskin leather armor and the giant sword made it hilarious!
Anyway, so i tried all the classes, and i landed in roughly the same conclusion as everyone else; Warriors need higher cooldowns, Archers need a rework (They suck right now, cant even kill chickens, let alone hit them), and mages are wickedly balanced. what i mean by that, is that they hit like a truck, but they have no health, no armor. you get two shot constantly. The main benefit i see for playing mage is Thor-stomping pigs and killing the pigmen for gold nuggets.
now to go over the other stuff people have talked about.
Dual wielding would be sick. Adventurecraft did it, M&B:Battlegear did it, a few others did it. we can do it too. You could also go so far as making two-handed weapons that are slower, hit harder, maybe have a cleaving effect that stacks with warrior's Whirlwind (Grab a big sword and spin to win kids!). Shields with a blocking system similar to mine and blade, maybe a shield bash ABILITY instead of block-attack like battlegear. Adding something akin to a Dragon stomp (Leap and land, AOE hit) would be cool on warriors too, have the ground in a set radius highlight green for you to show where you can target to leap to. Would be something cool to have alongside the normal Leap, give berserker players that feel of rushing into battle and goomba-stomping a roflconda before jumping away.
More on the ranger's side, they need a LOT of work. what i thought of is to have a few different arrows that would be consumed upon using an ability. Flint arrows (Default) would be used for longer, precision shots with the normal attack, similar to regular minecraft bow shots. Coal arrows (Coal in place of flint) would be consumed upon using Explosive Shot, Torch Shot, and a new ability: Firework Arrow, which will explode after 2 seconds (Regardless if it hits an enemy, so its still 2 seconds if its a point blank shot) and create a ring of eight blaze-like fireballs horizontally that will shoot out, lasting 1 second. The next arrow is the Heavy Arrow (Iron for the shaft). the Heavy arrow will fly much straighter than a normal arrow, but can only be used with Longbows. would be used for all new abilities: Shattering Arrow, which will reduce the enemy's armor by, say, 20% for 10 seconds. Hammer Shot, which will knock the target back 7 blocks, and if it hits a wall, it cant move for 3 seconds (Its pinned to the wall). and Execution Shot, which deals 100% of the arrows normal damage, dealing triple that if the enemy is under 20% HP. This allows longbowmen to pull of some decent crowd control, single-target damage amplification (Great for bosses and rares) and still have the feel of a sniper with Execution shot. The third arrow wraps up the skillset: The Mystic Arrow, made by surrounding an Ender Pearl with four arrows. the mystic arrow benefits from half of your Dexterity, and half of your Willpower. The mystic arrow also has three abilities, Multi-shot, which will fire a base of 3 arrows in a cone, each arrow 15 degrees aside the other, and each arrow is much more acurate, but is more influenced by gravity's laws, and will only deal half of the damage. Every 30 Willpower, up to 120 Willpower, will add two more arrows to the side, maxing out at 9 arrows in a wide 120 degree cone at 120 Willpower. This gives archers a mage-like ability, that scales well off of thier own stats, as well as willpower. The second Mystic Arrow ability is called Bouncing Arrow, which will have a 100% to ricochet and target an enemy near the enemy the arrow is bouncing off of, causing the % to ricochet to lower by 20%. The maximum number of bounces is 5. The third ability is not the lightning-inducing arrow like we see now, the third ability is called Black Arrow, which will steal health based on how much of the arrows damage is influenced by willpower, and also apply a rank 1 Slowness effect for 3 seconds, while also applying a rank 1 speed increase for the same time. . This kit gives Willpower archers a significant boost in Crowd Control, Group damage, and Sustained life and damage, as well as givng them the ample power to kite single mobs effectively, like real rangers should!
Somewhere i read that mages got a U-haul of overhauls, so i wont go into any heavy detail as to whats good and bad about them. they have infinite gold as long as they have pigs, they have the best form of movement in the game, and they eat packs of enemies alive. On the other hand, they have no life pool (Usual for a caster), They are screwed if they go mana starved, and there is currently little to do in the early-mid game about mana regeneration. Also. lightning a pig, and it will turn into a pigman, this generation actually has a chance to create a rarespawn pigman. dont know if intentional or not, but its fun to lightning bolt every pig i see in hopes of getting a rarespawn.
Onto the races: Halfling is sick, you can fit in 1.5 block high holes (A slab does the trick!) and skeletons might as well go AFK seince they cant hit you. Other than the model problem with the telekinetic powers of floating objects, they are pretty balanced as a race. I have yet to actually try elves, Steves and dwarves, but i hear they don't have anything, so i will go off of that. The Dwarves obviously need some mining bonus, thats what they do, but they also should get a passive 25% damage bonus from axes, making axedwarves a good option for warriors. Elves should have a passive 25% regen speed increase for both health and mana, that alone makes the class worth it. And steve? 10% bonus EXP and Currency gain. Standard for the 'balanced' race.
I saw somewhere that you should lower the common item drop rate, i agree with that doubley so. I have had times where i would leave my home town for five minutes and come back full of vendor trash to sell. as much as i love the money, i dont like having to play fed-ex every time i leave town to go mining.
speaking of mining, again saw somewhere that you should increase mob levels as you go down. Agreeing with this too. if mobs spawn between layer X and Y, they are Z level. if they spawn between A and B layers, they are C level. so on so forth. as well as adding diffrent mobs down there. Rock Golems, Worms (Using the Roflconda model with a stone texture) And as you get to bedrock, you begin the hunt to find Lava caverns, surrounded by Ash stone, home to the Core Beasts, giant four-legged monsters that breathe fire and.. you know. Evil fire dogs that are 20 feet tall. Maybe lava naga? would be sick.
And for dungeons, not one dungeon i have been in has had any loot of importance. there were chests, but no 'final chest of cool stuff' like the Towers have. This makes the underground dungeons very unappealing to me as a player, forcing me to go bust my balls in the towers to get good items.
And now for my own ideas.. about things based off of things that arnt in the game, rather than are.
Healers: We've talked about them, people want them. its planned, but what i think is that healers (Clerics probably, maybe Paladins?) should have enough abilities to 1: Keep a group alive during a heavy engagement. 2: Support allies with buffs, Demoralize enemies with debuffs. 3: Still retain the feel of being a squishy character through the self-healing abilities, 4: Willpower primary stat to scale healing, NOT buffs and debuffs. So i came up with this kit of 9 abilities:
(As a rule. all targeting is "Targets the closest player to your cursor, if no player or wolf is adjacent to your cursor, spell targets self" for Words and Boons, and "Targets the closest enemy NPC to your cursor, if no enemy is adjacent to your cursor, the spell does not activate" For Judgements. Players may only have one Boon on them at a time, and Boons all have a 5 second cooldown, and last 5 minutes. Same one-per-person rule is applied to Judgements, but judgements have a 10 second cooldown and last 25 seconds. Banes scale off of intelligence, providing a 0.1% per point scaling. Boons scale off of willpower and intelligence, providing a 0.075% scaling for each. [it takes some skill get the same scaling with hybrid abilities as pure stat abilities because chances are, the pure stat user will always have a bit of the other stat as well, thus making a 0.1% on hybrid each have more effect thatn 0.1% on pure stat)
1) Word of Healing: Heals for X health. 2 second Cooldown.
2) Word of Renewal: Provides a 20 second boost to health regeneration. 10 second Cooldown.
3) Word of Holy Light: Provide a light of level 15 around you, healing all allies within a 5 block radius for X health. 15 second Cooldown.
4) Boon of Strength: Provides a 5% Damage boost to your weapons (Not your strength or int or dex, your actual overall weapon damage)
5) Boon of Resolve: Provides a 5% Boost to your total health pool (Not vitality)
6) Boon of Swiftness: Provides a rank 1 speed bonus and a 5% attack speed increase.
7) Judgement of Life: Attacks made on the judged enemy heal the attacker for 5% of the damage dealt.
8) Judgement of Exposure: Attacks made on the judged enemy have a 5% chance to deal double damage. this stacks with critical strikes.
9) Judgement of Chains: The Judged enemy has a rank 2 slowness, 5% reduced attack speed, and takes a flat 0% of its health every time it moves one block. (0% scales 0.01% for Inteligence)
This kit provides Clerics with less "Yawn" factor, allowing you to get into the fight and throw around Judgements to help the fight succeed. as well as providing great solo-ability with self heals, Boon of Strength and Judgement of Life. Or you can use Boon of Swiftness and Judgement of Chains to quickly catch up to your target.
Also, Class items. Do it. We need Class items, and items with Set bonuses (Mainly for multiplayer, people can collect sets of items by killing mobs and such, and sell them to others for profit, or keep them to wear)
And we could whip up some consumables that actually work, like mana potions.
heres a concept: Replace the starting compas with a "Home Compass" That will always point to a block you set by right-clicking with it. That way, you can set it to your current home instead of the spawn point, in case you want to journey to higher level zones.
Comments wanted!
yare yare daze
Because putting a server that's ready to use up for download is AGAINST THE RULES!
Sorry didnt have to scream..... anyway i got it working so...
yare yare daze
Eenope, roflcondas are gonna stay as they are, since that's how the great and mighty Frizzil made 'em, and we shouldn't disagree with the great and mighy Frizzil, since that'll bring out the bad mojo!
I'm currently having fun scripting up a zillion awesome skills and spells, then once that patch is out (with the same version of Minecraft), I'll work on updating Minecraft versions (assuming they already released the first or second hotfix, fixed the lighting bug, and improved entity movement in SMP.) I'll also try and expand on dungeons more with the patch after this one, along with other fun changes.
You'll be able to script projectile animations, and set other icons/sprite animations where appropriate cause that's all easy to implement As for animating actual models... eh, not sure, I'll think about it. It'd be sweet if you could, but it'd be a heck of a lot slower than creating the model in regular code. 5+ Roflcondas rendered with the scripting language would probably lag the game on my machine (since currently maybe 20+ do that for me.) Optifine would greatly improve that number, however...
Ooooooohhh... I thought of having "spider creepers" and other variations at one point, but this guy looks pretty cool... I like having Creeper-textured, ridiculously elaborate monsters XD The Creeper Hydra! The Creeperlisk!
You tell us.
[1.2.3] Hack Slash Mine
true it says that on the mod but i was asking about the DEV version, i am unsure when the dev version was uploaded so how am i supose to know it wasnt uped after 1.3 so that it worked for 1.3
i know 0.5.3 is for 1.2.3 tho.
was asking mostly cus i'm pretty sure i read somewhere that he said he wouldnt update till 1.3 so i figured 0.6 dev was for 1.3 and not 1.2
You cruel, cruel man....
Also: Spider with limbs made out of creeper heads.
Eye of the Beholder (from Dungeons and Dragons Second Ed.) that, you guessed it, is a creeper head.
Eel made out of creeper heads (wee... swimming roflconda's that don't float. Sneak attack from below the waves )
Non-creeper mobs: Bugbear.
Troglodyte.
Living Web
(Yes, these are all ADnD 2nd Ed. monsters. >w> )
Roflerpent: Weaker than roflconda, but can make explosions in water. They cant go out of water or they start getting damaged until there dead, they also cant explode out of water.
T-Rex: A giant boss raptor rarely found, it may have a name like Rockjaw, Stronger than raptors, slower, and bigger. Does loads of damage and makes a crater when it dieing animation hits the ground.
Dragon: A classic green dragon thats rare and shoot fireballs out of his mouth. When he dies he plummets toward the ground and makes a huge crater. Arrows bounce off of him. Lands on ground and can claw you. Every once in a while hit you with his tail. Draogn is very big and shows a boss health bar like ender dragon.
Giant/Ogre: Big with club where ever he hits with the club makes a crater. Can stomp on the ground and shake the game, only does this when player is within 15 or 25 blocks close to him. High health high damage good def.
RACES
orc big adn tall like a dwarf plus a little taller than an elf.
Lizard man. normal person with a tail.
Tiger person normal person with ears and a tail.
PRE-SET skins depending on each race elf would be an elf. steve would be a steve. dwarf would be a dwarf etc.
CLASSES
Priest. uses holy staves and heal spells. if he shoots his team mates with this they get healed the amount of damage it would have done.
Rogue- can duel wield... has assasin abilities and sneak abilities can climb like rangers but they have to be crouching while climbing, holding c...
Necro- Can summon undead like skeletons to fight for him or convert another undead to fight for him. Uses a bone staff that shoots a orb that drains life.
Paladin- A warrior but instead of charge and pull can heal.
Druid- pretty much a priest but uses life magic and can trap enemies in vines or transform into animals etc. can heal
OTHER THINGS
capes amulets and that stuff is configurable to show up on your character or not.
Races have special things halfings and dwarf can go under one block things. Dwarfs are slow but natural warrior + strength - agility -dex + fortidude
Halfings are normally rogues, rangers they are fast and jump high they have good dex but not great strength = + Agility +Dex -strength
Elves are either rangers or mages, or priests, or druids +intellegance -strength(not as much as halfings) +agility (not as much as much as halfings) + dex (not as much as halfings)
Thank you these are most of my ideas!BTW ive noticed the world seems a little bit crowded roflcondas are everywhere same as rat and naga i think you need to fix up the spawn rates a little but its still in beta or alpha so you have time!
Nothing is updated to 1.3, if it was it would be announced on the main post!
They are all OP in their own way, just depends on how the play-style is..
I haven't played much with Mages, but the natural climbing with rangers is an amazing advantage in PvP, and PvE.
Keep up the good work Frizz!
Personally, I would like to see some more variety put onto the weapons we currently have ingame.