10/22/14: I'd really love to get back to work on this, but I'm finding Forge a pain to use, so until I get the hang of it this mod isn't going anywhere. In the meantime I'm keeping this thread for archiving purposes, I will want this source code later.
I got tired of the same old enchantments (fire? pretty cool, but what about lightning arrows?), so I created this mod. Hooray. This is the result of a total of several hours' work. (Sure, I could mod something amazing, but I don't have the time for a total conversion.)
NOTE: BACK UP YOUR WORLDS. I AM NOT RESPONSIBLE FOR ANYTHING THUNDER OR IGNITE DO.
Also, this is still IN-PROGRESS. That means there are bugs. If you find any, PM me or post a complaint here. Just don't be a nub.
Since it basically just adds new enchantments, there's not too much to say other than describing the enchantments. Since some are kinda overpowered, you'll need levels from 20-30 to get them, and some (like Wither) need level 30.
Here's a list of the enchantments:
Syntax: Name (max. Level): Description
Swords:
- Venom Edge: (II) Poisons the target. Poison level depends on the enchantment level.
- Freeze (I) (Still a WIP but semifunctional): Freezes the target, making it incapable of motion for a brief period. Characterized by a blue hue about the struck foe. The only bug is that the hue fades quickly and comes back whenever the target is hit again. ._. - Cripple (III): Applies weakness and slowness to an enemy. Duration depends on level. Will make zombies, etc. stronger but still slow. Cripple III can only be obtained by forging two Cripple III blades together. - Wither (II): A deadly and powerful enchantment that applies Wither to the target. Level and duration depend on enchantment level. Wither II can only be obtained through forging two Wither I blades together. - Drain (III): Saps the target's HP. Depending on the enchantment level, this may return 1/4, 1/3, or 1/2 of the damage done to the enemy. Useful for long fights or strong foes. - Agility (III): Replaces blocking with a temporary boost in speed and jump height. Damages the blade faster, but useful.(Idea courtesy of easysoldier.) - Aeroblade (III) - Increases damage while the wielder is airborne. - Pierce (III) - Deals severe damage to armour upon impact. - Blind (III) - Blinds the target for 2-6 seconds. - Veil (III) - Temporary invisibility. Costs a lot of durability. - Deflect (II) - Allows you to deflect arrows by blocking. While level 1 won't block Ghost arrows or defuse any splash effects such as Explode, level 2 will. (Level II idea courtesy of Near528.)
Bows:
- Explode (II): A powerful enchantment that functions rather oddly. Explode I will fire arrows that explode only on contact with an entity, or otherwise after they've been in the ground long enough. Explode II will fire arrows with a larger explosion radius that explode on contact with anything. - Thunder (I): Now you know how Zeus did it. He didn't throw the thunderbolts, he shot them from his Thunder I bow. Arrows fired by a bow with this on it will unleash a thunderbolt on whatever they happen to hit. Including your house. Use with caution. - Ignite (I): Like Flame, but will actually cause fire. Buggy in that it may sometimes replace blocks like Obsidian. (I will have to change that code at some point.) - Ghost (I): Causes arrows to disregard solid objects and fly through them, cutting a deadly path through enemies and blocks alike. Extremely effective with Explode II. (WARNING: After I ported this mod to 1.5.1, I am no longer sure if this works. Animations were already buggy; test it by firing it at a line of enemies a few times and then through a glass wall. If the arrow hits multiple enemies and hits an enemy through the wall, it still works. This computer is slow as hell, so I can't test it here.) - Triple Shot (I): When fully pulled back, a bow with this on it will fire three arrows in a close spread. Not particularly useful unless I change the entity arrow hit timer, but good for multiple enemies close together or if your aim is a bit off.The center arrow always stays true to the player's aim. - Teleport (I): Causes arrows to teleport the shooter to their current location. If the bow also has Triple Shot on it, the central arrow will be regarded as the "teleporter" here. (Idea courtesy of easysoldier.) - Nosferatu (III): Similar to Drain, but for bows. Drains 1/4, 1/3, or 1/2 of the damage done depending on enchantment level. The downside is that if you miss, the bow is still damaged, whereas with a sword missing does not damage it. Also not as powerful (Power V bow vs. Sharp V diamond sword). - Frostbow (I) - Temporarily useless, but in v0.4.1 it will freeze mobs and still water blocks. - Sniper (III) - Does more damage if the target is farther away from the shooter. Damage increases with distance. - Return (III) - Has a 1/4, 1/3, or 1/2 chance of despawning shot arrows and returning them to your inventory. (Idea courtesy of titanic10101.)
Armour: Coming in v0.5.0.
Feel free to suggest more! I'm open to ideas here, always looking for more.
Pictures:
Coming soon. User submissions accepted.
Videos:
The moment my computer is fixed I will do a demonstration of the current 13, otherwise user submissions are awaited.
v0.0.1
- Began work. v0.1.0
- Four enchantments, Venom Edge, Explode, Thunder, and Freeze. v0.2.0
- Added a few more, I forget which. v0.2.1
- Various bugfixes v0.3.0
- Updated to 13 enchantments: Venom Edge, Cripple, Freeze, Wither, Drain, Agility, Explode, Thunder, Ghost, Ignite, Triple Shot, Nosferatu, and Teleport. v0.3.6
- Load of bugfixes, so many it took six whole sub-sub-versions. v0.4.0
- Freeze renamed to Frostblade
- Frost renamed to Frostbow
- Frozen enemies now render properly
- Players afflicted by Freeze now have an ice-block overlay in first person
- Renamed Triple Shot to Buckshot (still haven't implemented extra levels, that's for v0.4.1 and its bugfixes
- Renamed Teleport to Teleshot Swords - Shield (II) - A powerful guard, but tough to use in PvP. Protects the wielder from most damage when blocking. - Aeroblade (III) - Death from above! Does more damage while you're airborne. - Pierce (III) - Your helmet needs repair? It might be because of a sword with Pierce on it - this does extra damage to the enemy's armour. - Blind (III) - Want to confuse your enemies? This blinds the foe. Kind of useless ATM, so I might port it to SMP later. - Veil (III) - Want to really confuse your enemies? This makes the player invisible for 1-3 seconds.
(I still haven't made it to use durability (in fact I dunno if it will), but you have to take off your armour to use it effectively and people can see you at close range from the potion effect swirls.) - Deflect (II) - Sharpshooter protection - deflects arrows. Deflect II will also block Ghost arrows and defuse all special effects like explosions or lightning. Bows - Sniper (III) - Sharpshooters rejoice! This does more damage based on the distance between the shooter and the target. Calculated by the algorithm:
(Arrow's damage / 10) * distance traveled * Enchantment level, which returns approximately 1/3 damage per 3 blocks for Sniper I, 2/3 damage per 3 blocks for Sniper II, and 1 damage per 3 blocks for Sniper III (at 9 blocks away, that's 1, 2, and 3 damage for each level respectively - just think of it as the enchantment level times the distance divided by nine). - Return (III) - Returns arrows from the ground to be used again.
(Hopefully it works; I have it programmed so that it uses a switch to pick a number one through three, two, or one depending on the level (this includes zero) and return a true/false value depending on what it picked. Basically it just returns the arrow if the value is true and it doesn't hit a mob.) - Frostbow (I) - Freezes enemies and still water blocks. Doesn't seem to want to work at the moment, which is odd because the code is placed correctly. Perhaps I need to change the code around with instance naming...
As of 4/23: The code has been tested, and so far no bugs have been found. Everything works fine (except Scorch, obviously). I'm preparing v0.3.8. As of 4/27: I'll just release all of the bugfixes and new enchantments per version 0.4.0.
Is there any way to have an option to disable world damage/fire spread from things like explode or ignite, or even just an option to disable certain enchantments altogether? I really don't want to blow up my house accidentally If my bow gets one of those enchants. I'll give it a try later today.
Is there any way to have an option to disable world damage/fire spread from things like explode or ignite, or even just an option to disable certain enchantments altogether? I really don't want to blow up my house accidentally If my bow gets one of those enchants. I'll give it a try later today.
Edit: Also, is this compatible with Forge?
Explode doesn't do world damage. As for fire spread, the sole purpose of Ignite is to light fires, so don't use it (voluntarily). Good idea on the disabling enchantments, I'll have to add it to options (hell, I'll make it so you can disable Bane of Arthropods too :L) if I get the chance. I have no idea if it's Forge-compatible, but I don't think so. Not sure what uw.class does, but oh well. Perhaps I'll port it to Forge one day, everything's going that way anyway.
i am making a review right now on this mod. if you can put the link in your page of the mod. my channel www.youtube.com/gearshift24
Wow, thanks, mate. When can I expect for it to be finished? (Unless, of course, it's so bad or gamebreaking that you decide not to upload it.)
In other news, I haven't been doing any testing, but when I find my flash drive (it's somewhere in this house) I'll test each enchantment besides Scorch to ensure they work. I'm mostly worried about Ghost and Enderbane at the moment.
Thanks. I'm currently not working on any more (I need ideas...) but support is always welcome. Hopefully this can get to the point where I don't feel the need to reply to every comment
Also, your post count is 777 as of right now. Maybe you'll have good luck.
Help! How do I make this mod work... you gave a syntax but I don't quite understand. Not even a single mod review or explanation up here! I just want to know how to use the mod, sorry if I am being a Steve!
Help! How do I make this mod work... you gave a syntax but I don't quite understand. Not even a single mod review or explanation up here! I just want to know how to use the mod, sorry if I am being a Steve!
No problem, not at all. It's not compatible with forge, first off, so if that's installed this won't work.
It just adds more enchantments. A lot of them are high-powered, so you'll need levels from 20-30 to get them. If you want to just play around with them, go into creative and find the spell books for them, they're below the vanilla ones (all spell books are automatically generated for each enchantment). In essence, it's vanilla Minecraft with a few new enchantment-related features.
Not entirely sure what you meant by "not a single mod review or explanation up here" - I may have been a little vague, but I assumed people would guess what it was about. Perhaps I'll change the OP wording around a bit.
~~ IN OTHER NEWS:
Five new armour enchantments are on the way, here they are:
Regenerate (II) - Chestplate enchantment that will apply regeneration when the player has not taken damage for a brief time. Will cause the chestplate to break faster. Night Vision (I) - Helmet enchantment which will get the player's current light level and apply Night Vision if needed (level 7 and below). Swift (II) - Kind of like a passive Agility. Boots with Swift will allow the player to move much faster but also wear out much faster on being hit. Useful for running long distances, but I'd swap these out for combat. Ironguard (I) - Leggings enchantment. Started as a joke enchantment called Crotch Guard, then became an actual idea. Stops players from scoring critical hits on the wearer. Autorepair (III) - General armour enchantment that drains XP to repair armour. This occurs passively, and the repair speed increases with level. This can be a double-edged sword for enchantment enthusiasts, as it will drain the XP bar much faster, but enough fighting will replenish it effectively.
The last one probably seems reminiscent of Ars Magica's enchanted armours, and as a matter of fact that's what I based it off of. I thought it was a neat idea and wanted it in vanilla Minecraft without the rest of the complicated stuff in that mod, and voila - we have Autorepair.
The the first one (regenerate) sounds pretty useful, I could imagine being if I was in a tough fight I could run around or hide for a minute to heal without having to use potions. is it using the regeneration I or II potion effect or a custom value?
The the first one (regenerate) sounds pretty useful, I could imagine being if I was in a tough fight I could run around or hide for a minute to heal without having to use potions. is it using the regeneration I or II potion effect or a custom value?
Also, are we allowed to suggest enchantments?
It just uses the regenerate enchantment for now, although I hope to use a custom value later. And yes, you are. In fact, it's encouraged. I might as well add that to the OP too
Also, since it's been one hell of an ordeal to try and code this, I asked for help: HELP ME PL0X
Yeah.
~~ Another update:
So I'm almost ready to release 0.3.8. It's got a few bugfixes in it (namely mobs not turning blue when frozen and turning purple when they die, resulting from a rendering error on my part) and a new enchantment, Frost (I). It's a bow enchantment that causes arrows to freeze mobs and also blocks of still water.
If you get to one heart or lower, you are automatically healed to full health, however it can only be used once per minecraft day, and takes out a large chunk of durability if used. Chestplate enchant.
Lavawalker (I)
will allow you to walk on top of lava (and not get damaged), however uses up more durability while walking on lava. Also provides minor fire damage protection. Could be useful for nether transportation and mining. Boots enchantment.
i've always wanted a sword that causes explosions on impact... however, it would be a bad idea without good armour, so i dont know. but it would be really cool. also, maybe add armour enchantments that protect against wither or poison to a certain extent. also maybe a poison or wither effect bow?
Rollback Post to RevisionRollBack
/\ A bit dead right now, support would be greatly appreciated /\
Also the link is broken, click the one below. I will fix this soon.
Meh. Forge won't install properly for me. I downloaded the src file and when I tried to run install.cmd it told me that the system could not find the path specified. I can't find any video tutorials on it.
If you get to one heart or lower, you are automatically healed to full health, however it can only be used once per minecraft day, and takes out a large chunk of durability if used. Chestplate enchant.
Lavawalker (I)
will allow you to walk on top of lava (and not get damaged), however uses up more durability while walking on lava. Also provides minor fire damage protection. Could be useful for nether transportation and mining. Boots enchantment.
I'm liking these. They'll go in with the Armour Update (see below). (I was already thinking of doing a Messiah thing for walking on water, so lava is a pretty good complement to that.)
here's a bow enchant: return returns 1/4, 1/3, or 1/2 of arrows fired, depending on level. will not return arrows that hit mobs.
Wait, so if the arrow doesn't hit anything it despawns and returns to your inventory? Hmm...and the level affects the probability that it will do that...completely plausible, I imight have to try this. It'll probably run off of the Teleshot code.
i've always wanted a sword that causes explosions on impact... however, it would be a bad idea without good armour, so i dont know. but it would be really cool. also, maybe add armour enchantments that protect against wither or poison to a certain extent. also maybe a poison or wither effect bow?
Explosion sword? I can make one that doesn't affect the player (Explode arrows don't harm you, although this may change if I release it for SMP), but it would be really OP. I've already got an anti-poison enchantment for armour planned, although I didn't think about Wither. And no, I'm keeping poison and wither to swords. Bows are boss enough as it is without slowly withering your foes to death. (And by boss enough I mean in this mod. Hell, you don't even have to hit your target anymore. Just aim near them.)
~~ Progress update
Since nobody wants to help me with the armour code, all armour-based enchantments are being removed (including Scorch) and will be implemented later. They're still in the idea-book (on paper), but will come out later.
In the meantime I'm adding even more sword/bow enchantments, and maybe some tool enchantments too for version 0.4.0. (I'm skipping 0.3.8 because I've already added three of these.)
- Shield (II) is above. - Frost (I) is also above. - Sniper (III) - A deadly bow enchantment that increases the damage of the bow over longer distances. For example, sniping a spider from 120 blocks away will add an extra 40 damage with a Level III Sniper bow.. Every three blocks the damage increases by 0.33 ^ the enchantment level (so 1 damage per 3 blocks with Sniper III). - Aeroblade (III) - A sword enchantment which does more damage (1/4 to 3/4 of the weapon's damage - this will decrease to prevent diamond swords from being insanely OP with this and Sharpness on them) while the player is airborne.
All of these are tested, and all work except for Frost, which doesn't seem to be working properly at the moment. I haven't fully tested it, though.
Future armour enchantments include Meteor Falling (I), Antivenom (II), Messiah (I), and Kamikaze (III). Meteor Falling is probably my favourite, and you can guess what the last one does...
Also, the five armour enchantments mentioned above (Night Vision, Regenerate, Ironguard, and Swift) are still planned, simply not implemented.
IF ANYONE WANTS TO HELP ME WITH ARMOUR ENCHANTMENTS, PLEASE LEAVE A COMMENT. No, seriously. Do it, because I can't figure it out. How would one have an enchantment automatically activate upon certain conditions? (e.g. night vision activates in low light, regenerate activates when the player hasn't been hit for a while) I can do all of the coding except getting the armour to register as enchanted. I tried copying Respiration's code for Night Vision and placed it appropriately, but it doesn't seem to work. Help, please, or else this mod will not have armour enchantments.
Future armour enchantments include Meteor Falling (I), Antivenom (II), Messiah (I), and Kamikaze (III). Meteor Falling is probably my favourite, and you can guess what the last one does...
does is self-destruct upon death or something? if not, please add it. if so, could you do a similar thing for swords, except activated by clicking or something? it would be fun. i.e. walk into enemy base with nothing but a kamikaze sword, blow up, EPIC WIN.
Rollback Post to RevisionRollBack
/\ A bit dead right now, support would be greatly appreciated /\
Also the link is broken, click the one below. I will fix this soon.
does is self-destruct upon death or something? if not, please add it. if so, could you do a similar thing for swords, except activated by clicking or something? it would be fun. i.e. walk into enemy base with nothing but a kamikaze sword, blow up, EPIC WIN.
Kamikaze comes into effect when a piece enchanted with it breaks. It explodes with increasing violence depending on the level of the enchantment, although without damaging the environment or the wearer (yes, it's very possible). And no, I'm not doing that for swords. You know how OP that would be? Explosion spamming would also cause severe server lag. And from your "EPIC WIN" thing I'm assuming you intend for it to destroy the base. ...No. Sorry, I just think it's OP.
No problem, not at all. It's not compatible with forge, first off, so if that's installed this won't work.
It just adds more enchantments. A lot of them are high-powered, so you'll need levels from 20-30 to get them. If you want to just play around with them, go into creative and find the spell books for them, they're below the vanilla ones (all spell books are automatically generated for each enchantment). In essence, it's vanilla Minecraft with a few new enchantment-related features.
Not entirely sure what you meant by "not a single mod review or explanation up here" - I may have been a little vague, but I assumed people would guess what it was about. Perhaps I'll change the OP wording around a bit.
~~ IN OTHER NEWS:
Five new armour enchantments are on the way, here they are:
Regenerate (II) - Chestplate enchantment that will apply regeneration when the player has not taken damage for a brief time. Will cause the chestplate to break faster. Night Vision (I) - Helmet enchantment which will get the player's current light level and apply Night Vision if needed (level 7 and below). Swift (II) - Kind of like a passive Agility. Boots with Swift will allow the player to move much faster but also wear out much faster on being hit. Useful for running long distances, but I'd swap these out for combat. Ironguard (I) - Leggings enchantment. Started as a joke enchantment called Crotch Guard, then became an actual idea. Stops players from scoring critical hits on the wearer. Autorepair (III) - General armour enchantment that drains XP to repair armour. This occurs passively, and the repair speed increases with level. This can be a double-edged sword for enchantment enthusiasts, as it will drain the XP bar much faster, but enough fighting will replenish it effectively.
The last one probably seems reminiscent of Ars Magica's enchanted armours, and as a matter of fact that's what I based it off of. I thought it was a neat idea and wanted it in vanilla Minecraft without the rest of the complicated stuff in that mod, and voila - we have Autorepair.
Thank You! This helps a lot... but I don't have the books!Meant to multiquote my first post
I got tired of the same old enchantments (fire? pretty cool, but what about lightning arrows?), so I created this mod. Hooray. This is the result of a total of several hours' work. (Sure, I could mod something amazing, but I don't have the time for a total conversion.)
NOTE: BACK UP YOUR WORLDS. I AM NOT RESPONSIBLE FOR ANYTHING THUNDER OR IGNITE DO.
Also, this is still IN-PROGRESS. That means there are bugs. If you find any, PM me or post a complaint here. Just don't be a nub.
Since it basically just adds new enchantments, there's not too much to say other than describing the enchantments. Since some are kinda overpowered, you'll need levels from 20-30 to get them, and some (like Wither) need level 30.
Here's a list of the enchantments:
Syntax: Name (max. Level): Description
Swords:
- Venom Edge: (II) Poisons the target. Poison level depends on the enchantment level.
- Freeze (I) (Still a WIP but semifunctional): Freezes the target, making it incapable of motion for a brief period. Characterized by a blue hue about the struck foe. The only bug is that the hue fades quickly and comes back whenever the target is hit again. ._.
- Cripple (III): Applies weakness and slowness to an enemy. Duration depends on level. Will make zombies, etc. stronger but still slow. Cripple III can only be obtained by forging two Cripple III blades together.
- Wither (II): A deadly and powerful enchantment that applies Wither to the target. Level and duration depend on enchantment level. Wither II can only be obtained through forging two Wither I blades together.
- Drain (III): Saps the target's HP. Depending on the enchantment level, this may return 1/4, 1/3, or 1/2 of the damage done to the enemy. Useful for long fights or strong foes.
- Agility (III): Replaces blocking with a temporary boost in speed and jump height. Damages the blade faster, but useful.(Idea courtesy of easysoldier.)
- Aeroblade (III) - Increases damage while the wielder is airborne.
- Pierce (III) - Deals severe damage to armour upon impact.
- Blind (III) - Blinds the target for 2-6 seconds.
- Veil (III) - Temporary invisibility. Costs a lot of durability.
- Deflect (II) - Allows you to deflect arrows by blocking. While level 1 won't block Ghost arrows or defuse any splash effects such as Explode, level 2 will. (Level II idea courtesy of Near528.)
Bows:
- Explode (II): A powerful enchantment that functions rather oddly. Explode I will fire arrows that explode only on contact with an entity, or otherwise after they've been in the ground long enough. Explode II will fire arrows with a larger explosion radius that explode on contact with anything.
- Thunder (I): Now you know how Zeus did it. He didn't throw the thunderbolts, he shot them from his Thunder I bow. Arrows fired by a bow with this on it will unleash a thunderbolt on whatever they happen to hit. Including your house. Use with caution.
- Ignite (I): Like Flame, but will actually cause fire. Buggy in that it may sometimes replace blocks like Obsidian. (I will have to change that code at some point.)
- Ghost (I): Causes arrows to disregard solid objects and fly through them, cutting a deadly path through enemies and blocks alike. Extremely effective with Explode II. (WARNING: After I ported this mod to 1.5.1, I am no longer sure if this works. Animations were already buggy; test it by firing it at a line of enemies a few times and then through a glass wall. If the arrow hits multiple enemies and hits an enemy through the wall, it still works. This computer is slow as hell, so I can't test it here.)
- Triple Shot (I): When fully pulled back, a bow with this on it will fire three arrows in a close spread. Not particularly useful unless I change the entity arrow hit timer, but good for multiple enemies close together or if your aim is a bit off.The center arrow always stays true to the player's aim.
- Teleport (I): Causes arrows to teleport the shooter to their current location. If the bow also has Triple Shot on it, the central arrow will be regarded as the "teleporter" here. (Idea courtesy of easysoldier.)
- Nosferatu (III): Similar to Drain, but for bows. Drains 1/4, 1/3, or 1/2 of the damage done depending on enchantment level. The downside is that if you miss, the bow is still damaged, whereas with a sword missing does not damage it. Also not as powerful (Power V bow vs. Sharp V diamond sword).
- Frostbow (I) - Temporarily useless, but in v0.4.1 it will freeze mobs and still water blocks.
- Sniper (III) - Does more damage if the target is farther away from the shooter. Damage increases with distance.
- Return (III) - Has a 1/4, 1/3, or 1/2 chance of despawning shot arrows and returning them to your inventory. (Idea courtesy of titanic10101.)
Armour:
Coming in v0.5.0.
Feel free to suggest more! I'm open to ideas here, always looking for more.
Pictures:
Coming soon. User submissions accepted.
Videos:
The moment my computer is fixed I will do a demonstration of the current 13, otherwise user submissions are awaited.
Download:
v0.3.6 - Mediafire
v0.4.0 - Mediafire
Changelog:
- Began work.
v0.1.0
- Four enchantments, Venom Edge, Explode, Thunder, and Freeze.
v0.2.0
- Added a few more, I forget which.
v0.2.1
- Various bugfixes
v0.3.0
- Updated to 13 enchantments: Venom Edge, Cripple, Freeze, Wither, Drain, Agility, Explode, Thunder, Ghost, Ignite, Triple Shot, Nosferatu, and Teleport.
v0.3.6
- Load of bugfixes, so many it took six whole sub-sub-versions.
v0.4.0
- Freeze renamed to Frostblade
- Frost renamed to Frostbow
- Frozen enemies now render properly
- Players afflicted by Freeze now have an ice-block overlay in first person
- Renamed Triple Shot to Buckshot (still haven't implemented extra levels, that's for v0.4.1 and its bugfixes
- Renamed Teleport to Teleshot
Swords
- Shield (II) - A powerful guard, but tough to use in PvP. Protects the wielder from most damage when blocking.
- Aeroblade (III) - Death from above! Does more damage while you're airborne.
- Pierce (III) - Your helmet needs repair? It might be because of a sword with Pierce on it - this does extra damage to the enemy's armour.
- Blind (III) - Want to confuse your enemies? This blinds the foe. Kind of useless ATM, so I might port it to SMP later.
- Veil (III) - Want to really confuse your enemies? This makes the player invisible for 1-3 seconds.
(I still haven't made it to use durability (in fact I dunno if it will), but you have to take off your armour to use it effectively and people can see you at close range from the potion effect swirls.)
- Deflect (II) - Sharpshooter protection - deflects arrows. Deflect II will also block Ghost arrows and defuse all special effects like explosions or lightning.
Bows
- Sniper (III) - Sharpshooters rejoice! This does more damage based on the distance between the shooter and the target. Calculated by the algorithm:
(Arrow's damage / 10) * distance traveled * Enchantment level, which returns approximately 1/3 damage per 3 blocks for Sniper I, 2/3 damage per 3 blocks for Sniper II, and 1 damage per 3 blocks for Sniper III (at 9 blocks away, that's 1, 2, and 3 damage for each level respectively - just think of it as the enchantment level times the distance divided by nine).
- Return (III) - Returns arrows from the ground to be used again.
(Hopefully it works; I have it programmed so that it uses a switch to pick a number one through three, two, or one depending on the level (this includes zero) and return a true/false value depending on what it picked. Basically it just returns the arrow if the value is true and it doesn't hit a mob.)
- Frostbow (I) - Freezes enemies and still water blocks. Doesn't seem to want to work at the moment, which is odd because the code is placed correctly. Perhaps I need to change the code around with instance naming...
As of 4/23: The code has been tested, and so far no bugs have been found. Everything works fine (except Scorch, obviously). I'm preparing v0.3.8.
As of 4/27: I'll just release all of the bugfixes and new enchantments per version 0.4.0.
Edit: Also, is this compatible with Forge?
Explode doesn't do world damage. As for fire spread, the sole purpose of Ignite is to light fires, so don't use it (voluntarily). Good idea on the disabling enchantments, I'll have to add it to options (hell, I'll make it so you can disable Bane of Arthropods too :L) if I get the chance. I have no idea if it's Forge-compatible, but I don't think so. Not sure what uw.class does, but oh well. Perhaps I'll port it to Forge one day, everything's going that way anyway.
Wow, thanks, mate. When can I expect for it to be finished? (Unless, of course, it's so bad or gamebreaking that you decide not to upload it.)
In other news, I haven't been doing any testing, but when I find my flash drive (it's somewhere in this house) I'll test each enchantment besides Scorch to ensure they work. I'm mostly worried about Ghost and Enderbane at the moment.
No idea, but if it involves making fire not happen yes. It will start a fire, just a regular old fire, and destroy the arrow.
Thanks. I'm currently not working on any more (I need ideas...) but support is always welcome. Hopefully this can get to the point where I don't feel the need to reply to every comment
Also, your post count is 777 as of right now. Maybe you'll have good luck.
No problem, not at all. It's not compatible with forge, first off, so if that's installed this won't work.
It just adds more enchantments. A lot of them are high-powered, so you'll need levels from 20-30 to get them. If you want to just play around with them, go into creative and find the spell books for them, they're below the vanilla ones (all spell books are automatically generated for each enchantment). In essence, it's vanilla Minecraft with a few new enchantment-related features.
Not entirely sure what you meant by "not a single mod review or explanation up here" - I may have been a little vague, but I assumed people would guess what it was about. Perhaps I'll change the OP wording around a bit.
~~ IN OTHER NEWS:
Five new armour enchantments are on the way, here they are:
Regenerate (II) - Chestplate enchantment that will apply regeneration when the player has not taken damage for a brief time. Will cause the chestplate to break faster.
Night Vision (I) - Helmet enchantment which will get the player's current light level and apply Night Vision if needed (level 7 and below).
Swift (II) - Kind of like a passive Agility. Boots with Swift will allow the player to move much faster but also wear out much faster on being hit. Useful for running long distances, but I'd swap these out for combat.
Ironguard (I) - Leggings enchantment. Started as a joke enchantment called Crotch Guard, then became an actual idea. Stops players from scoring critical hits on the wearer.
Autorepair (III) - General armour enchantment that drains XP to repair armour. This occurs passively, and the repair speed increases with level. This can be a double-edged sword for enchantment enthusiasts, as it will drain the XP bar much faster, but enough fighting will replenish it effectively.
The last one probably seems reminiscent of Ars Magica's enchanted armours, and as a matter of fact that's what I based it off of. I thought it was a neat idea and wanted it in vanilla Minecraft without the rest of the complicated stuff in that mod, and voila - we have Autorepair.
Also, are we allowed to suggest enchantments?
It just uses the regenerate enchantment for now, although I hope to use a custom value later. And yes, you are. In fact, it's encouraged. I might as well add that to the OP too
Also, since it's been one hell of an ordeal to try and code this, I asked for help:
HELP ME PL0X
Yeah.
~~ Another update:
So I'm almost ready to release 0.3.8. It's got a few bugfixes in it (namely mobs not turning blue when frozen and turning purple when they die, resulting from a rendering error on my part) and a new enchantment, Frost (I). It's a bow enchantment that causes arrows to freeze mobs and also blocks of still water.
Ressurection (I)
If you get to one heart or lower, you are automatically healed to full health, however it can only be used once per minecraft day, and takes out a large chunk of durability if used. Chestplate enchant.
Lavawalker (I)
will allow you to walk on top of lava (and not get damaged), however uses up more durability while walking on lava. Also provides minor fire damage protection. Could be useful for nether transportation and mining. Boots enchantment.
Meh. Forge won't install properly for me. I downloaded the src file and when I tried to run install.cmd it told me that the system could not find the path specified. I can't find any video tutorials on it.
I'm liking these. They'll go in with the Armour Update (see below). (I was already thinking of doing a Messiah thing for walking on water, so lava is a pretty good complement to that.)
Wait, so if the arrow doesn't hit anything it despawns and returns to your inventory? Hmm...and the level affects the probability that it will do that...completely plausible, I imight have to try this. It'll probably run off of the Teleshot code.
Explosion sword? I can make one that doesn't affect the player (Explode arrows don't harm you, although this may change if I release it for SMP), but it would be really OP. I've already got an anti-poison enchantment for armour planned, although I didn't think about Wither. And no, I'm keeping poison and wither to swords. Bows are boss enough as it is without slowly withering your foes to death. (And by boss enough I mean in this mod. Hell, you don't even have to hit your target anymore. Just aim near them.)
~~ Progress update
Since nobody wants to help me with the armour code, all armour-based enchantments are being removed (including Scorch) and will be implemented later. They're still in the idea-book (on paper), but will come out later.
In the meantime I'm adding even more sword/bow enchantments, and maybe some tool enchantments too for version 0.4.0. (I'm skipping 0.3.8 because I've already added three of these.)
- Shield (II) is above.
- Frost (I) is also above.
- Sniper (III) - A deadly bow enchantment that increases the damage of the bow over longer distances. For example, sniping a spider from 120 blocks away will add an extra 40 damage with a Level III Sniper bow.. Every three blocks the damage increases by 0.33 ^ the enchantment level (so 1 damage per 3 blocks with Sniper III).
- Aeroblade (III) - A sword enchantment which does more damage (1/4 to 3/4 of the weapon's damage - this will decrease to prevent diamond swords from being insanely OP with this and Sharpness on them) while the player is airborne.
All of these are tested, and all work except for Frost, which doesn't seem to be working properly at the moment. I haven't fully tested it, though.
Future armour enchantments include Meteor Falling (I), Antivenom (II), Messiah (I), and Kamikaze (III). Meteor Falling is probably my favourite, and you can guess what the last one does...
Also, the five armour enchantments mentioned above (Night Vision, Regenerate, Ironguard, and Swift) are still planned, simply not implemented.
IF ANYONE WANTS TO HELP ME WITH ARMOUR ENCHANTMENTS, PLEASE LEAVE A COMMENT. No, seriously. Do it, because I can't figure it out. How would one have an enchantment automatically activate upon certain conditions? (e.g. night vision activates in low light, regenerate activates when the player hasn't been hit for a while) I can do all of the coding except getting the armour to register as enchanted. I tried copying Respiration's code for Night Vision and placed it appropriately, but it doesn't seem to work. Help, please, or else this mod will not have armour enchantments.
Kamikaze comes into effect when a piece enchanted with it breaks. It explodes with increasing violence depending on the level of the enchantment, although without damaging the environment or the wearer (yes, it's very possible). And no, I'm not doing that for swords. You know how OP that would be? Explosion spamming would also cause severe server lag. And from your "EPIC WIN" thing I'm assuming you intend for it to destroy the base. ...No. Sorry, I just think it's OP.