I don't think Link's sword skills ever set an opponent on fire; for many of the current skills, if your sword has the 'Fire Aspect' enchantment, you will light enemies on fire when you hit them (try it with Spin Attack xD). If I do implement the sword beam, I think I would keep it similar to other skills and not give it fire by default.
I will definitely consider it (with the above changes). Thanks for the suggestion.
Why would you check it every tick? I say, it must check when you first target, when you do an action, when something dies, and every 5 tick.
The logic must rely on distance rather than yaw(or pitch?).
Yeah, maybe show a marker above them or apply a shade on them...
Rollback Post to RevisionRollBack
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
Why would you check it every tick? I say, it must check when you first target, when you do an action, when something dies, and every 5 tick.
I don't equate 'relatively constantly' with every tick, but I suppose it is slightly ambiguous. What you propose here is already what I had in mind when I said that; sorry I didn't make that more clear.
The logic must rely on distance rather than yaw(or pitch?).
It has always used distance as the ultimate deciding factor, but I just found (and fixed) a major bug that was preventing it from calculating the distance correctly, which is why it was so wonky feeling. I think it feels much more natural now, and though it's still far from perfect, I think it's not bad. After I upload the latest version, I'd like to hear if you agree or disagree.
Yeah, maybe show a marker above them or apply a shade on them...
I'm still working on the initial targeting icon; if I can get that to work, then I'll look into it. There are lots of other things that need working on first, so it's not my top priority at the moment.
Sorry for the slowness of the update; I should have just put out a patch right away for the targeting, but let me just say you guys are in for a BIG surprise when the next version comes out!!! I will say no more, but I'm aiming to get it out sometime tomorrow, so get ready!
Since this is a preview of Quest, I would like to request you to add an element of Quest: Progression.
You spawn with level 1 basic sword skill. When you kill something using the targeting system, the damage dealt are added to a progress bar. If you deal 70 damage, the progress goes up by 70. When it reaches a certain point, let's say 2000, the first mob you kill after the progress bar is full always drops a basic sword skill skill orb. There is also a chance to deliver the progress point to, say, dash instead of basic sword skill. This lets the player not to depend solely on luck. However, the player may find the special mob you told us (which unfortunately not my case yet) to increase his chance to get an orb.
I don't always get skill orbs, but when I do, it's a basic sword skill skill orb. No, really. I get orbs once in two blue moon.
EDIT: Alternatively, just change the drop chance in the config. How did I not thought of that...
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
Since this is a preview of Quest, I would like to request you to add an element of Quest: Progression.
You spawn with level 1 basic sword skill. When you kill something using the targeting system, the damage dealt are added to a progress bar. If you deal 70 damage, the progress goes up by 70. When it reaches a certain point, let's say 2000, the first mob you kill after the progress bar is full always drops a basic sword skill skill orb. There is also a chance to deliver the progress point to, say, dash instead of basic sword skill. This lets the player not to depend solely on luck. However, the player may find the special mob you told us (which unfortunately not my case yet) to increase his chance to get an orb.
I don't always get skill orbs, but when I do, it's a basic sword skill skill orb. No, really. I get orbs once in two blue moon.
EDIT: Alternatively, just change the drop chance in the config. How did I not thought of that...
Lol. Also, using even just Looting I will double your chances, and Looting III gives you a pretty decent chance of getting an orb drop (if you're fighting the right mobs! Try something other than zombies, since they drop basic sword skill ) Alternatively, increase the 'chance for specified mobs to drop random orbs'; this will increase the variety you get, making finding the specific mob less of an issue.
I do like that idea for progression, though it might make getting orbs pretty easy. I'll think about it. There is some progression-like stuff coming in the next update, though again, it's not based on player 'grinding' so much as it is based on exploration and luck. I felt that this kind of system was more in line with the Zelda-genre. Don't worry, in Quest, your actions will have a much more direct impact on your progression xD
If you're going to add the sword beams, make them like normal Zelda- Make them only work at full health.
Rollback Post to RevisionRollBack
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
Woo, this thread is now a hot thread!
This is a great mod. I'd rep you a second time if I could.
That means a lot to me, thank you. It's really cool to hear when someone enjoys the mod. I've almost got the next update ready, but let me just apologize in advance for the crappy textures... I'm really not much of an artist That being said, the things it adds are going to be great fun to use!
HOOKSHOTS are on the loose! That's right, they are finally here! I must warn you, they are surprisingly fun to use xD
There are currently three variations, each of which can grapple different types of materials. There is an 'extended' version of each variation, providing extra reach.
Note that you can only find the first variant; from there, you must find components that you can get added on to the base hookshot to improve it. Despite Steve's otherwise impressive crafting and engineering skills, he is unable to do the hookshot modifications himself and must seek help from his friends. I feel that this approach adds more depth to the game than simply another crafting recipe, but do let me know if you disagree and would prefer crafting recipes instead.
On a more serious note, I do extend my apologies again for the ugly textures; I'm not much of an artist, so if you can do better feel free to PM me some textures (preferably 16x16) and I'll add them in, as well as put you in the credits.
Also, I am aware that the hookshot renders as a white cube. This is because I don't have a model for it as of yet, so just bear with me for a while. It's otherwise fully functional, which is why I figured I'd share it with you all now rather than waiting who knows how long for the rendering to get sorted out. If you have any models you'd like to submit, I'd be more than happy to credit you if it ends up in the mod.
Thanks again for all your support, and I hope you enjoy this update!
beta 0.4.0: Hookshot Update
Added:
+ Hookshots!!! Yeah, baby, yeah! Use it just like in Zelda, plus you can hook through non-solid material!
+ Three (plus one variation of each) different kinds, but only the first can be found
+ Find additional components and make friends with the villagers to improve your hookshot!
+ Configure how quickly villagers consider you a 'friend' as well as loot chances
Changed:
- LeapingBlow particles now mostly match current block's tile particle
- Left-clicking with most mod items in hand will no longer damage entities (sole exception: bombs)
Fixed BUGS:
- Distance not correctly calculated during target acquisition
Issues:
- Hookshot renders as a white cube; this is because I don't have a model for it yet
A couple screenshots
The hookshot 'in action', though it's kinda hard to tell:
I have an idea, why don't you use minecraft's leads as a model?
That's already my plan for the chain (so good idea!), but I also need a model for the hook at the end. Besides, I'm not sure how long it will take me to get the rendering sorted out, and I wanted to get at least something out there for people to play with.
I recommend just using an arrow entity, just modified a bit to look hookshot like.
OMFG I can't believe that actually worked!!! Great idea xD Seriously, it was ridiculously easy...quite contrary to my expectations. It took all of about 10 minutes to get the leash / arrow combination working and, while it's far from perfect, it's much much better than a white cube. I'll see if I can't get it to look any better (which is a big if, since I suck at rendering stuff) and then put up the latest update.
Added:
+ Rendering for the hookshot!
+ Extra 'special' loot table that has a chance to be used for each secret room; configurable rate of appearance
+ More variety in the loot tables
+ Enable or disable additions to vanilla chest loot; only bombs and bomb bags are enabled by default
Changed:
- Floors of water and lava dungeons now also made of secret stone rather than liquid
- Watery dungeons now have more water
- Chests placed more 'realistically' in both lava and water dungeons
- Tweaked loot tables to give slightly less weight to vanilla items, since more were added to the lists
Proof (screenshots)
Hookshot rendering in action:
A peek into the updated water dungeons:
Everyone should thank Akitori for making me work on this sooner than I probably would have, since I tend to ignore tasks I deem 'difficult' even when they may very well not be. Well, this would have been extremely difficult for me except Mojang already did all the work, so thanks to whomever wrote the leash rendering code!
Hey, ever heard of Legend Gear by NMcCoy? It won't get updated for 1.6.4, but he has a good implementation of hookshots and bombs. Or maybe the dropped hearts, I think. I loved that one. It also has quivers, orbs, boomerangs, and even the magic mirror.
EDIT: LOL, I haven't tried your hookshot and I'm complaining about it? Whatever, NMcCoy's hookshot are great. </edit>
Are we really in to the 'Zelda' theme? Because I've never played one of them, but I did have some more ideas... but for the meantime, consult to the above mod.
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
Hey, ever heard of Legend Gear by NMcCoy? It won't get updated for 1.6.4, but he has a good implementation of hookshots and bombs. Or maybe the dropped hearts, I think. I loved that one. It also has quivers, orbs, boomerangs, and even the magic mirror.
EDIT: LOL, I haven't tried your hookshot and I'm complaining about it? Whatever, NMcCoy's hookshot are great. </edit>
Are we really in to the 'Zelda' theme? Because I've never played one of them, but I did have some more ideas... but for the meantime, consult to the above mod.
I only ever intended this mod as a demonstration and beta test of the sword skills for Quest, but it has most definitely evolved into a full-on Zelda mod... which means I should really check out that mod. I think my implementation of the hookshot is pretty darn good, if I do say so myself xD
That being said, there are a lot of other things from Zelda that I haven't added and it's been some time since I've played any of the series, so thanks for the suggestion on getting more ideas. I'd hate to just duplicate things already in another mod, though, but if he's no longer updating it then I suppose it wouldn't hurt.
I tried it with mine and blade: battlegear 2 and it works perfectly even when you use the dual wield sistem. You did such an awesome job, keep up with the good work
Thanks a lot! That's really cool it works with BG2. The guys working on that are pretty awesome coders from what little I've seen of their code. Pretty amazing that Forge Events are so versatile to let stuff like this all work together! Anyway, glad you're enjoying it xD
Takes up a lot of hunger to use (at least 3 or 4 hunger)
Shoots a shockwave effect similar to the jump slash, only longer range, and sets fire to whatever enemy it hits.
Also, the particles it uses be either the Magiccrit or flame particles. Just to distinguish it from Leaping Blow
So it would still be AoE? Seems a bit over-powered to me... I think a single-target affect would be more appropriate, given the longer range.
I don't think Link's sword skills ever set an opponent on fire; for many of the current skills, if your sword has the 'Fire Aspect' enchantment, you will light enemies on fire when you hit them (try it with Spin Attack xD). If I do implement the sword beam, I think I would keep it similar to other skills and not give it fire by default.
I will definitely consider it (with the above changes). Thanks for the suggestion.
Why would you check it every tick? I say, it must check when you first target, when you do an action, when something dies, and every 5 tick.
The logic must rely on distance rather than yaw(or pitch?).
Yeah, maybe show a marker above them or apply a shade on them...
OcD Simple Add-On!
I don't equate 'relatively constantly' with every tick, but I suppose it is slightly ambiguous. What you propose here is already what I had in mind when I said that; sorry I didn't make that more clear.
It has always used distance as the ultimate deciding factor, but I just found (and fixed) a major bug that was preventing it from calculating the distance correctly, which is why it was so wonky feeling. I think it feels much more natural now, and though it's still far from perfect, I think it's not bad. After I upload the latest version, I'd like to hear if you agree or disagree.
I'm still working on the initial targeting icon; if I can get that to work, then I'll look into it. There are lots of other things that need working on first, so it's not my top priority at the moment.
You spawn with level 1 basic sword skill. When you kill something using the targeting system, the damage dealt are added to a progress bar. If you deal 70 damage, the progress goes up by 70. When it reaches a certain point, let's say 2000, the first mob you kill after the progress bar is full always drops a basic sword skill skill orb. There is also a chance to deliver the progress point to, say, dash instead of basic sword skill. This lets the player not to depend solely on luck. However, the player may find the special mob you told us (which unfortunately not my case yet) to increase his chance to get an orb.
I don't always get skill orbs, but when I do, it's a basic sword skill skill orb. No, really. I get orbs once in two blue moon.
EDIT: Alternatively, just change the drop chance in the config. How did I not thought of that...
OcD Simple Add-On!
Lol. Also, using even just Looting I will double your chances, and Looting III gives you a pretty decent chance of getting an orb drop (if you're fighting the right mobs! Try something other than zombies, since they drop basic sword skill ) Alternatively, increase the 'chance for specified mobs to drop random orbs'; this will increase the variety you get, making finding the specific mob less of an issue.
I do like that idea for progression, though it might make getting orbs pretty easy. I'll think about it. There is some progression-like stuff coming in the next update, though again, it's not based on player 'grinding' so much as it is based on exploration and luck. I felt that this kind of system was more in line with the Zelda-genre. Don't worry, in Quest, your actions will have a much more direct impact on your progression xD
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
This is a great mod. I'd rep you a second time if I could.
also you should check out Link Removed
IF I add them, that will be one of the requirements. I'm still deciding whether to add them or not though.
That means a lot to me, thank you. It's really cool to hear when someone enjoys the mod. I've almost got the next update ready, but let me just apologize in advance for the crappy textures... I'm really not much of an artist That being said, the things it adds are going to be great fun to use!
There are currently three variations, each of which can grapple different types of materials. There is an 'extended' version of each variation, providing extra reach.
Note that you can only find the first variant; from there, you must find components that you can get added on to the base hookshot to improve it. Despite Steve's otherwise impressive crafting and engineering skills, he is unable to do the hookshot modifications himself and must seek help from his friends. I feel that this approach adds more depth to the game than simply another crafting recipe, but do let me know if you disagree and would prefer crafting recipes instead.
On a more serious note, I do extend my apologies again for the ugly textures; I'm not much of an artist, so if you can do better feel free to PM me some textures (preferably 16x16) and I'll add them in, as well as put you in the credits.
Also, I am aware that the hookshot renders as a white cube. This is because I don't have a model for it as of yet, so just bear with me for a while. It's otherwise fully functional, which is why I figured I'd share it with you all now rather than waiting who knows how long for the rendering to get sorted out. If you have any models you'd like to submit, I'd be more than happy to credit you if it ends up in the mod.
Thanks again for all your support, and I hope you enjoy this update!
beta 0.4.0: Hookshot Update
Added:
+ Hookshots!!! Yeah, baby, yeah! Use it just like in Zelda, plus you can hook through non-solid material!
+ Three (plus one variation of each) different kinds, but only the first can be found
+ Find additional components and make friends with the villagers to improve your hookshot!
+ Configure how quickly villagers consider you a 'friend' as well as loot chances
Changed:
- LeapingBlow particles now mostly match current block's tile particle
- Left-clicking with most mod items in hand will no longer damage entities (sole exception: bombs)
Fixed BUGS:
- Distance not correctly calculated during target acquisition
Issues:
- Hookshot renders as a white cube; this is because I don't have a model for it yet
The hookshot 'in action', though it's kinda hard to tell:
Getting a hookshot upgrade from my buddy:
That's already my plan for the chain (so good idea!), but I also need a model for the hook at the end. Besides, I'm not sure how long it will take me to get the rendering sorted out, and I wanted to get at least something out there for people to play with.
OMFG I can't believe that actually worked!!! Great idea xD Seriously, it was ridiculously easy...quite contrary to my expectations. It took all of about 10 minutes to get the leash / arrow combination working and, while it's far from perfect, it's much much better than a white cube. I'll see if I can't get it to look any better (which is a big if, since I suck at rendering stuff) and then put up the latest update.
Added:
+ Rendering for the hookshot!
+ Extra 'special' loot table that has a chance to be used for each secret room; configurable rate of appearance
+ More variety in the loot tables
+ Enable or disable additions to vanilla chest loot; only bombs and bomb bags are enabled by default
Changed:
- Floors of water and lava dungeons now also made of secret stone rather than liquid
- Watery dungeons now have more water
- Chests placed more 'realistically' in both lava and water dungeons
- Tweaked loot tables to give slightly less weight to vanilla items, since more were added to the lists
Proof (screenshots)
Hookshot rendering in action:
A peek into the updated water dungeons:
EDIT: LOL, I haven't tried your hookshot and I'm complaining about it? Whatever, NMcCoy's hookshot are great. </edit>
Are we really in to the 'Zelda' theme? Because I've never played one of them, but I did have some more ideas... but for the meantime, consult to the above mod.
OcD Simple Add-On!
I only ever intended this mod as a demonstration and beta test of the sword skills for Quest, but it has most definitely evolved into a full-on Zelda mod... which means I should really check out that mod. I think my implementation of the hookshot is pretty darn good, if I do say so myself xD
That being said, there are a lot of other things from Zelda that I haven't added and it's been some time since I've played any of the series, so thanks for the suggestion on getting more ideas. I'd hate to just duplicate things already in another mod, though, but if he's no longer updating it then I suppose it wouldn't hurt.
Thanks a lot! That's really cool it works with BG2. The guys working on that are pretty awesome coders from what little I've seen of their code. Pretty amazing that Forge Events are so versatile to let stuff like this all work together! Anyway, glad you're enjoying it xD