the function a(gx paramgx) is used later in another class, spawnerAnimals
there is a boolean property in each entity that is used at the moment of spawning
public boolean a()
{
int i = fh.b(this.aw);
int j = fh.b(this.aG.:cool.gif:;
int k = fh.b(this.ay);
return ((this.as.a(i, j, k) == no.aS.bh) || (this.as.a(i, j, k) == no.aT.bh)) && (super.a());
}
that is from my PolarBear, it checks for the place where it's going to be spawned: coordinates (i,j,k) and returns positive if in that place there is snow (no.aS.bh) or ice (no.aT.bh) and if the super class also is positive.
I've found that using MCP and eclipse really helps with the modding. MCP somehow de-obfuscates the code and eclipse makes it easier to modify it and cross-reference the code. You can check out this tutorial on how to set up eclipse:
I appreciate the help :3 I ended up being too busy today to really work very much on the Global Spawns... but I decided to go ahead and release the newest CMS mod on my thread anyway.
I'm thinking about going about editing Global Spawns in the following way
1. Pull the entire entity list.
2. If an entity is an instance of ee.class, add it to a mob-related list.
3. If an entity is an instance of ak.class, add it to an animal-related list.
4. Cover oddball entities, such as Slimes & Ghasts, add them accordingly.
5. Compare these lists with the .properties file & add to gf.r / gf.s as needed.
This seems simple enough. I'd imagine that each entity would be enabled by default (otherwise it'd unintentionally block new mob mods). There's a problem, however, if new mobs end up having awkward extensions... similar to the Slime & Ghast mobs. They'd require an update of the worker class to deal with them.
Can you think of any way to prevent this? Is there some variable within the mob classes themselves that can be easily checked to see if they are animals/mobs?
----------
As far as your Wraith is concerned, I doubt a Global Spawn mod would affect them. From what you mentioned, I'm assuming you meant either When a Wraith is created, there is a 1 out of 3 chance it's a Flame Wraith Or, when a Flame Wraith is actually called to appear, 2 out of 3 times it spawns nothing, instead.
Both of these examples would be handled within the Wraith class itself, I imagine. Thus, with my example above, it'd simply be moved to the mob entity list if enabled, and will appear whenever the Wraith's code pleases.
----------
I appreciate the extra information with your PolarBear example, as well as the suggestion for using MCP & Eclipse. I'm, however, a bit wary of these. I do all of my work in notepad and jd-gui, and I'm very much a stubborn creature of habit. I could, perhaps, use MCP... but even then, my first thoughts are how much extra work it would be to set it up, rather than just use what I have now :happy.gif:;;
Still, they're worthy considerations. I'll look into it, but I won't be jumping headfirst immediately.
If you do include a troll, make sure its melee attack throws you back large distances (10-15 blocks, maybe?) That would make it a lot more dangerous to fight. Also, it should be relatively rare if it follows the RPG troll tradition of being very powerful.
Maybe there should be a chance for skeletons to ride the animals, like skeletons with spiders.
but either way, a most awesome mod. I'm not entirely sure why you need audiomod, I installed everything without it and it works fine. maybe it's because I have the battle/biome music mod in, but meh.
Hey, I have yet another suggestion. It's a fast bipedal hostile mob called the Big Red *******. I've made a skin for the big ******* himself.
He spawns in the normal dimension, alongside the other normal mobs. When idly walking around, he paces slower than the other mobs. But when the ******* senses you, he charges towards you twice as fast as a human player. His charging attack does normal damage (as much as a zombie's), but knocks you back a good distance.
The Big Red ******* can also jump high enough to hurdle fences. On death, he'd probably drop some hot tamales or something c:
If the Big Red guy was limited to the Nether, it's cousins, the Big Green Bastards would take it's place on the surface world.
They would be slower (but still faster than the normal hostiles), shove you less far, and drop some Mike n' Ikes or something
Ok I guess its time for some propaganda.
OK GUYS.
If you can make a Minecrafty skin/texture remake for the Bear/Wolf or Lion and post it here/send it to the creator of this mod.
I will give you a hug. or a sub to your youtube account. or all two. or maybe a .
Working on skins right now, problem is I can't get a bear to spawn to see how my work looks so far.
When you are done you can send it to me for testing. Then if it looks good I will send it to the creator of this mod
or of course you can send it if I say it looks nice. (Needs regular player testing :3)
This seems simple enough. I'd imagine that each entity would be enabled by default (otherwise it'd unintentionally block new mob mods). There's a problem, however, if new mobs end up having awkward extensions... similar to the Slime & Ghast mobs. They'd require an update of the worker class to deal with them.
Can you think of any way to prevent this? Is there some variable within the mob classes themselves that can be easily checked to see if they are animals/mobs?
So, anything that includes EntityMobs or EntityAnimals should cover both situations, except for the Ghast
Quote from Ayutashi »
As far as your Wraith is concerned, I doubt a Global Spawn mod would affect them. From what you mentioned, I'm assuming you meant either When a Wraith is created, there is a 1 out of 3 chance it's a Flame Wraith Or, when a Flame Wraith is actually called to appear, 2 out of 3 times it spawns nothing, instead.
Both of these examples would be handled within the Wraith class itself, I imagine. Thus, with my example above, it'd simply be moved to the mob entity list if enabled, and will appear whenever the Wraith's code pleases.
The second option: when a flame wraith is called, there is an 1/3 chance it will spawn. And yes, that is handled within the class itself.
Quote from Ayutashi »
I appreciate the extra information with your PolarBear example, as well as the suggestion for using MCP & Eclipse. I'm, however, a bit wary of these. I do all of my work in notepad and jd-gui, and I'm very much a stubborn creature of habit. I could, perhaps, use MCP... but even then, my first thoughts are how much extra work it would be to set it up, rather than just use what I have now :happy.gif:;;
Still, they're worthy considerations. I'll look into it, but I won't be jumping headfirst immediately.
I started coding the mod with plain old notepad plus MCP, but once I started using the eclipse, is when I could implement the change in the animal's AI and flying pathfinding.
This seems simple enough. I'd imagine that each entity would be enabled by default (otherwise it'd unintentionally block new mob mods). There's a problem, however, if new mobs end up having awkward extensions... similar to the Slime & Ghast mobs. They'd require an update of the worker class to deal with them.
Can you think of any way to prevent this? Is there some variable within the mob classes themselves that can be easily checked to see if they are animals/mobs?
So, anything that includes EntityMobs or EntityAnimals should cover both situations, except for the Ghast
Quote from Ayutashi »
As far as your Wraith is concerned, I doubt a Global Spawn mod would affect them. From what you mentioned, I'm assuming you meant either When a Wraith is created, there is a 1 out of 3 chance it's a Flame Wraith Or, when a Flame Wraith is actually called to appear, 2 out of 3 times it spawns nothing, instead.
Both of these examples would be handled within the Wraith class itself, I imagine. Thus, with my example above, it'd simply be moved to the mob entity list if enabled, and will appear whenever the Wraith's code pleases.
The second option: when a flame wraith is called, there is an 1/3 chance it will spawn. And yes, that is handled within the class itself.
Quote from Ayutashi »
I appreciate the extra information with your PolarBear example, as well as the suggestion for using MCP & Eclipse. I'm, however, a bit wary of these. I do all of my work in notepad and jd-gui, and I'm very much a stubborn creature of habit. I could, perhaps, use MCP... but even then, my first thoughts are how much extra work it would be to set it up, rather than just use what I have now :happy.gif:;;
Still, they're worthy considerations. I'll look into it, but I won't be jumping headfirst immediately.
I started coding the mod with plain old notepad plus MCP, but once I started using the eclipse, is when I could implement the change in the animal's AI and flying pathfinding.
My bear skin was finished, looked great, but photoshop decided to save it invalidly so I lost all my work on the main body. So I'm going to work on the lion instead.
My bear skin was finished, looked great, but photoshop decided to save it invalidly so I lost all my work on the main body. So I'm going to work on the lion instead.
aww ok.
Btw bears dont attack even when I hit them.
Also, is it possible to make wolves spawn in packs, but weaker? they should have less life and do a tiny bit less damage imho, they always lunge at me from shadowy areas under the edge of mountains. Right now wolves just feel like zombie-spider hybrids, and a pack mentality would make them more unique. I would think, since they are pack animals, that you should (like I mentioned previously) merge this with the spider family mod (or rather, include it into your mod since yours is more comprehensive). If you did that, you could use whatever code it uses to link spiders together in a pack mentality (so all wolves of the same family aggro together). Then make it so that when they spawn, they spawn in packs. as it is now, they just feel like another zombie to me that doesn't die during the day (like a spider). I also still think you should make sure that wraiths have less life than zombies :tongue.gif:
Also, I don't know if this is possible, but do you think you could make it so that some mobs attack other mobs on sight? for example, zombies attack everything except skeletons, spiders, creepers, and slimes (and wraiths). creepers should not attack anything but the player, and either should wraiths I would presume, since they are special units.
lastly, I know I'm asking a lot, and I apologize, I may just start digging and try to figure it out myself, but can you make it so that neutral mobs (pigs, cows, etc) RUN AWAY when attacked (sort of a reverse pathfinding)?
If you did all of that, I can personally imagine wolves and lions attacking sheep and cows and pigs.
Just think, looking out your window to see zombies chasing a pig into the ocean. hilarious, and also somewhat sensible, the undead are evil and ravenous.
If you were interested, I could try writing it myself and you could look over it and see if you would like to include it in your mod :3
hunting mobs could gain dramatic new depth if you or someone was to do that (and you seem to know a thing or two about AI, thats why I'm asking you)
*edit*
ignore this post until I check out the update :tongue.gif:
*edit*
no wolves underground is a big bonus, and the wraiths sounds are sweet.
protected lu c_()
{
ea entityplayer = this.as.a(this, this.attackRange);
if ((entityplayer != null) && (this.as.k > 0))
{
return entityplayer;
}
return null;
}
is this the code for the lion to notice people?
I'm gonna try repeating it for sheep and see what happens :3
should I be worried about an ai conflict loop, where it keeps trying to run at both of us in really fast alternation, or does it automatically stop sensing for entities after it is aggroed?
Also, is it possible to make wolves spawn in packs, but weaker?
Also, I don't know if this is possible, but do you think you could make it so that some mobs attack other mobs on sight?
lastly, I know I'm asking a lot, and I apologize, I may just start digging and try to figure it out myself, but can you make it so that neutral mobs (pigs, cows, etc) RUN AWAY when attacked (sort of a reverse pathfinding)?
I have been thinking of making the wolves eat chicken and pigs, the lions everything and the bears everything but lions. I'll look into that later.
I'm yet to see the spider mod, but it sounds just perfect for the wolves. Having them spawn and attack in packs sounds just natural. Added to my to-do list.
I can imagine a wolf chasing a pig! that would add lots of ambient to the game. I guess it could be done. Again, another thing to look into.
I want to do other things first, tho. I'll do an ogre, a werewolf and after that an aquatic creature. I'm also thinking of doing bats and if I can, eagles. The ideas keep on piling up. A stone throwing troll sounds amazing. Imagine a throll trowing a random stone at you (it could even be diamonds!)... and I have to do some sort of tutorial so others can start contributing.
I appreciate the help :3 I ended up being too busy today to really work very much on the Global Spawns... but I decided to go ahead and release the newest CMS mod on my thread anyway.
I'm thinking about going about editing Global Spawns in the following way
1. Pull the entire entity list.
2. If an entity is an instance of ee.class, add it to a mob-related list.
3. If an entity is an instance of ak.class, add it to an animal-related list.
4. Cover oddball entities, such as Slimes & Ghasts, add them accordingly.
5. Compare these lists with the .properties file & add to gf.r / gf.s as needed.
This seems simple enough. I'd imagine that each entity would be enabled by default (otherwise it'd unintentionally block new mob mods). There's a problem, however, if new mobs end up having awkward extensions... similar to the Slime & Ghast mobs. They'd require an update of the worker class to deal with them.
Can you think of any way to prevent this? Is there some variable within the mob classes themselves that can be easily checked to see if they are animals/mobs?
----------
As far as your Wraith is concerned, I doubt a Global Spawn mod would affect them. From what you mentioned, I'm assuming you meant either When a Wraith is created, there is a 1 out of 3 chance it's a Flame Wraith Or, when a Flame Wraith is actually called to appear, 2 out of 3 times it spawns nothing, instead.
Both of these examples would be handled within the Wraith class itself, I imagine. Thus, with my example above, it'd simply be moved to the mob entity list if enabled, and will appear whenever the Wraith's code pleases.
----------
I appreciate the extra information with your PolarBear example, as well as the suggestion for using MCP & Eclipse. I'm, however, a bit wary of these. I do all of my work in notepad and jd-gui, and I'm very much a stubborn creature of habit. I could, perhaps, use MCP... but even then, my first thoughts are how much extra work it would be to set it up, rather than just use what I have now :happy.gif:;;
Still, they're worthy considerations. I'll look into it, but I won't be jumping headfirst immediately.
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
but either way, a most awesome mod. I'm not entirely sure why you need audiomod, I installed everything without it and it works fine. maybe it's because I have the battle/biome music mod in, but meh.
He spawns in the normal dimension, alongside the other normal mobs. When idly walking around, he paces slower than the other mobs. But when the ******* senses you, he charges towards you twice as fast as a human player. His charging attack does normal damage (as much as a zombie's), but knocks you back a good distance.
The Big Red ******* can also jump high enough to hurdle fences. On death, he'd probably drop some hot tamales or something c:
If the Big Red guy was limited to the Nether, it's cousins, the Big Green Bastards would take it's place on the surface world.
They would be slower (but still faster than the normal hostiles), shove you less far, and drop some Mike n' Ikes or something
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
OK GUYS.
If you can make a Minecrafty skin/texture remake for the Bear/Wolf or Lion and post it here/send it to the creator of this mod.
I will give you a hug. or a sub to your youtube account. or all two. or maybe a .
:biggrin.gif:
When you are done you can send it to me for testing. Then if it looks good I will send it to the creator of this mod
or of course you can send it if I say it looks nice. (Needs regular player testing :3)
http://notch.tumblr.com/post/123343045/my-vision-for-survival (follow this link if you need proof)
If it is possible can you do one to fix Minecraft's style too?
also link to your texture pack please.
This seems to be the hierarchy of mobs currently:
Entity
|-------> EntityLiving
|----------->EntityFlying------------>Ghast
|
|----------->EntityCreature--------->EntityMobs----->Creeper, Zombie, Skeleton, Wolf, Spider, PigZ
| | |---------->EntityFlyerMob---->Wraith, FlameWraith
| |
| |------------------>EntityAnimals-->Chicken, Cow, Pig, Sheep, Lion, Bear, PolarBear
So, anything that includes EntityMobs or EntityAnimals should cover both situations, except for the Ghast
The second option: when a flame wraith is called, there is an 1/3 chance it will spawn. And yes, that is handled within the class itself.
I started coding the mod with plain old notepad plus MCP, but once I started using the eclipse, is when I could implement the change in the animal's AI and flying pathfinding.
Did you look at my idea? :biggrin.gif:
My texture pack doesn't have a link and is unfinished, but when I finish it I will put it online :3
http://notch.tumblr.com/post/123343045/my-vision-for-survival (follow this link if you need proof)
aww ok.
Btw bears dont attack even when I hit them.
Check the first post :smile.gif:
Also, I don't know if this is possible, but do you think you could make it so that some mobs attack other mobs on sight? for example, zombies attack everything except skeletons, spiders, creepers, and slimes (and wraiths). creepers should not attack anything but the player, and either should wraiths I would presume, since they are special units.
lastly, I know I'm asking a lot, and I apologize, I may just start digging and try to figure it out myself, but can you make it so that neutral mobs (pigs, cows, etc) RUN AWAY when attacked (sort of a reverse pathfinding)?
If you did all of that, I can personally imagine wolves and lions attacking sheep and cows and pigs.
Just think, looking out your window to see zombies chasing a pig into the ocean. hilarious, and also somewhat sensible, the undead are evil and ravenous.
If you were interested, I could try writing it myself and you could look over it and see if you would like to include it in your mod :3
hunting mobs could gain dramatic new depth if you or someone was to do that (and you seem to know a thing or two about AI, thats why I'm asking you)
*edit*
ignore this post until I check out the update :tongue.gif:
*edit*
no wolves underground is a big bonus, and the wraiths sounds are sweet.
is this the code for the lion to notice people?
I'm gonna try repeating it for sheep and see what happens :3
should I be worried about an ai conflict loop, where it keeps trying to run at both of us in really fast alternation, or does it automatically stop sensing for entities after it is aggroed?
http://notch.tumblr.com/post/123343045/my-vision-for-survival (follow this link if you need proof)
EDIT: Problem Solved. Disregard this post.
I have been thinking of making the wolves eat chicken and pigs, the lions everything and the bears everything but lions. I'll look into that later.
I'm yet to see the spider mod, but it sounds just perfect for the wolves. Having them spawn and attack in packs sounds just natural. Added to my to-do list.
I can imagine a wolf chasing a pig! that would add lots of ambient to the game. I guess it could be done. Again, another thing to look into.
I want to do other things first, tho. I'll do an ogre, a werewolf and after that an aquatic creature. I'm also thinking of doing bats and if I can, eagles. The ideas keep on piling up. A stone throwing troll sounds amazing. Imagine a throll trowing a random stone at you (it could even be diamonds!)... and I have to do some sort of tutorial so others can start contributing.
I did a small change, its up again