Alright, I finally got the Chinese translation to work... I was naming it _CH instead of _CN... lol. There is also a Spanish translation available courtesy of DanNetwalker!
Wait...is it even called smp? I'm not sure I'm new to modding
If by SMP you mean both Single- and Multi-Player, then yes, it is, as should be every mod since 1.3.2 unless the mod author screwed something up in the code that causes it to crash on a server or otherwise coded things in a non-SMP-friendly way.
Question, it kind of relates to zelda sword skills and dynamic swords, but it may be off topic.
1st: Can you bring something like jars back? I won't be adding anything like that to this mod, no. It is a standalone sword skills mod only.
2nd: Is there anyway to make certain sword skills useable by mobs themselves? Not without making this either a core mod or replacing all of the vanilla mobs with custom mobs, neither of which I'm willing to do, not to mention the amount of work it would probably take to get it working. Sorry, but I don't see myself ever adding this feature, as cool as it would be.
This looks quite impressive, kudos to you for both the mod itself and breaking off this part with the understanding some might not want all the Zelda stuff.
In that same vein of flexibility- do you have any plans to make an API? Or since your work is open source, is it really easy for other modders to use your code on their own?
This looks quite impressive, kudos to you for both the mod itself and breaking off this part with the understanding some might not want all the Zelda stuff.
In that same vein of flexibility- do you have any plans to make an API? Or since your work is open source, is it really easy for other modders to use your code on their own?
Good luck with your work on your mods!
Thanks! What do you have in mind as far as an API? Are you thinking for other people to add their own skills? That is already kind of possible, but due to the complexity of how skills work, especially the way in which they are triggered via vanilla controls, I'm not sure how I could make an API that would be useful. As it is now, anyone could use the mod like an API and add skills, but they would need to handle quite a lot of things themselves.
I use a mod that adds a wide variety of weapons. Broadswords, greatswords, waraxes, battle axes, lances, spears, halberds, maces, etc.
Mostly, I was wondering about the possibility to have the skills you created tied to a weapon as opposed to the orbs.
So a person holding a longsword would get the basis sword technique and ability to combo, someone with a greatsword or battleaxe would get the spin attack, someone with a dagger could use the mortal blow attack...
I use a mod that adds a wide variety of weapons. Broadswords, greatswords, waraxes, battle axes, lances, spears, halberds, maces, etc.
Mostly, I was wondering about the possibility to have the skills you created tied to a weapon as opposed to the orbs.
So a person holding a longsword would get the basis sword technique and ability to combo, someone with a greatsword or battleaxe would get the spin attack, someone with a dagger could use the mortal blow attack...
I assume you get the idea.
Ah, I see. I'm not quite sure off the top of my head how to make that into a workable API, but let me think about it for a while and get back to you.
Why has every single mod review gotten Mortal Draw incorrect? By that I mean, what can I do to make the description more clear? I added this line which I thought was pretty clear:
- Only works as a counterattack, so it must be timed according to your opponent's strike
Sure, you can also draw your sword and attack right away by activating the skill, but that's not really what it's for; the whole point is that you draw the sword at just the right time to interrupt the incoming attack, thereby inflicting much greater damage, but so far not a single person has seemed to be able to figure that out.
Any suggestions on how to make the description, in-game or otherwise, more clear would be appreciated.
"When used on a opponent before he strikes, it'll stun them, and do some damage.
... it doesn't stun, though... -.-
If poorly timed, all you are doing is executing a normal attack, just as though you had left-clicked normally with a sword in hand. The whole point of the skill is to time it just right, at which point your attack will inflict double whatever damage you would normally have done, including all enchantment bonuses. It's extremely powerful, but people all seem to think it's just a neat trick to draw the sword...
I thought "capable of inflicting deadly wounds" covered the fact that it inflicts greater damage pretty clearly, or even the in-game description: "A devastating quick-draw sword technique" - "devastating" certainly implies that the damage inflicted is greater than usual.
If by SMP you mean both Single- and Multi-Player, then yes, it is, as should be every mod since 1.3.2 unless the mod author screwed something up in the code that causes it to crash on a server or otherwise coded things in a non-SMP-friendly way.
1st: Can you bring something like jars back?
2nd: Is there anyway to make certain sword skills useable by mobs themselves?
You should have started with a basic sword skill orb, unless you changed that in the configuration file.
EDIT: I didn't change the settings either.
In that same vein of flexibility- do you have any plans to make an API? Or since your work is open source, is it really easy for other modders to use your code on their own?
Good luck with your work on your mods!
Thanks! What do you have in mind as far as an API? Are you thinking for other people to add their own skills? That is already kind of possible, but due to the complexity of how skills work, especially the way in which they are triggered via vanilla controls, I'm not sure how I could make an API that would be useful. As it is now, anyone could use the mod like an API and add skills, but they would need to handle quite a lot of things themselves.
Mostly, I was wondering about the possibility to have the skills you created tied to a weapon as opposed to the orbs.
So a person holding a longsword would get the basis sword technique and ability to combo, someone with a greatsword or battleaxe would get the spin attack, someone with a dagger could use the mortal blow attack...
I assume you get the idea.
Ah, I see. I'm not quite sure off the top of my head how to make that into a workable API, but let me think about it for a while and get back to you.
Yeah, sure!
- Only works as a counterattack, so it must be timed according to your opponent's strike
Sure, you can also draw your sword and attack right away by activating the skill, but that's not really what it's for; the whole point is that you draw the sword at just the right time to interrupt the incoming attack, thereby inflicting much greater damage, but so far not a single person has seemed to be able to figure that out.
Any suggestions on how to make the description, in-game or otherwise, more clear would be appreciated.
"When used on a opponent before he strikes, it'll stun them, and do some damage.
... it doesn't stun, though... -.-
If poorly timed, all you are doing is executing a normal attack, just as though you had left-clicked normally with a sword in hand. The whole point of the skill is to time it just right, at which point your attack will inflict double whatever damage you would normally have done, including all enchantment bonuses. It's extremely powerful, but people all seem to think it's just a neat trick to draw the sword...