I can test for compatability issues if you want cool. I have a lot of free time xD
Awesome, thanks
I think I may have figured out a way to do it while maintaining the integrity of all the skills and activation techniques, but it remains to be seen... As soon as I have something worthwhile, I'll be sure to let you guys know.
Yep, it's definitely doable and working, though I don't think Mortal Draw will be compatible, since the whole point of it is to NOT have anything in your hand, I'd have to search the whole hot bar each time for an appropriate item and with the current setup it will certainly break everything... but I've used combos, spin attack and leaping blow so far with just some random item and 0 personal skill level.
One hitch is that most skills require you to be locked on, so an Item granting Spin Attack doesn't do you much good if you don't have at least one level of Basic Sword skill. I wonder how messy it would be to work around that... >.<
EDIT: Worked around that hitch without it getting too messy - pretty happy about that xD
Maybe just add in a Mortal-draw like ability that can be used by items? I was mostly thinking of small hand weapons like daggers that draw and attack quicker than anything, so it wouldn't be out of the bounds of the skill's concept?
Either way, if the other skills can work and be attached to specific weapons, I imagine more than a few modders who create weapon mods may take a gander at your API to add an extra layer to the game.
Actually, I got Mortal Draw working last night before bed You can attach any skill to any item, though it wouldn't make much sense for it to not be a weapon, since for most skills you need to attack with it for it to be effective. The only caveat is you must be holding the item for it to work, so no Boots of Dodging or anything like that, at least for now.
Still have some kinks to work out and code to clean up, but it's coming along much better than I expected.
Can you explain the whole binding skills to certain weapons? I'm confused as to how that'll work.
It's for modders to add Items that grant skills. If you add in a new weapon or item, you will be able to implement an interface I made in your Item class, and so long as the player is holding this item, they will be able to use the skill that it grants as though they had the skill themselves. So if you don't have Spin Attack yet, but you find a Sword of Spin Attack (or whatever name), you can now use Spin Attack while wielding that sword.
"Binding skills to weapons" is not what's happening - you won't be able to take an item already in game and add a skill to it, it must be part of the item initially, though modders can implement the interface in a way that allows for Items to provide more levels or even turn on or off the skill depending on the stack, so depending on the specific implementation, it may indeed be possible to add skills to an item, but only an Item that implements the interface (so no vanilla items).
I suggest telling the battle gear team about this then. I can just imagine the knives of dodging
Heh, I wonder if they would be interested? And I wonder how that would work if both mods are saying they depend on the other? Hope it wouldn't crash trying to figure out the load order lol.
Going back through all the skills code has been really good - I've managed to find and fix quite a few bugs in the process. The API is coming along quite well; only Super Spin Attack will be unavailable the way it's currently set up, unless the player already has at least one level of Spin Attack to start off the spin. I'm trying to think of an efficient way to allow armor to provide skills as well, because boots of dodging would just be cool. I know how to do so already, but I'm not a big fan of the way I'd have to implement it. We will see if it comes to fruition.
Finished the API, with some awesome swords now available as random loot, plus a little surprise for Akitori
Currently, only held items can grant skills, so no equipped armor skills... still thinking about that one.
ChangeLog
Added:
+ API: Now any mod can add items that grant a skill to the player!
+ Full set of skill-giving swords as examples, only available in Creative Mode, can be disabled
+ Completely randomized skill-giving swords that will appear as chest loot; can be disabled
+ New Skill (for Akitori): Sword Break - demolish your enemy's weapon in just a few blows (dependant on material)
Changed:
- Now all 12 combos have a unique label
- Language file has undergone restructuring, so translations will need to be updated
- Improved targeting algorithm
- Spin Attack spin speed slightly reduced - max level was way too fast
Fixed Bugs:
- Left click would act as though held down after attacking with up arrow key (1.6.4 only)
- Leaping Blow could not be activated using the keyboard RCtrl key (1.6.4 only)
- Dash and Mortal Draw could be activated after blocking even if no longer blocking (1.6.4 only)
- Activating Spin Attack with vanilla movement keys could only spin one direction
- Mortal Draw could not be activated using the keybindings for block and attack
- Dodge could be activated while while not on solid ground
- Dodge to the left could be activated by tapping left then right
- Combo displaying with size zero when using skills such as leaping blow
Hey I'm a big fan of this mod, and I find it really amazing, I was wondering if you had any ideas for a knock up attack? Or and if possible a finisher type skill with a special animation's, lets say after you reach the right amount of combo points and at the same time have ample amount of energy to use the skill
Super Charge up: Same keys as the other charge, but when held down you charge up to do a stronger dash, knocking up/ or push to the side all enemies in line between you and the target >.> just an idea
And last but least, if it's possible to implement modded items, >.> wish I could use other weapons without having to stick with a vanilla weapons
Hey I'm a big fan of this mod, and I find it really amazing, I was wondering if you had any ideas for a knock up attack? Or and if possible a finisher type skill with a special animation's, lets say after you reach the right amount of combo points and at the same time have ample amount of energy to use the skill
Find me an animator and I'll see what I can do I only know how to use the vanilla animations (sword swing, block, jump, rotate) - beyond that delves into the dark corners of openGL, and I'm scared of the dark xD
Knocking enemies up would be easy enough, perhaps like a rising cut? Could be activated by charging up like Armor Break and jumping right as the player swings or something... well, maybe that wouldn't work, since it would interfere with Armor Break. Maybe just jump while holding left click, so as long as you jump before Armor Break triggers, you could perform a rising cut. Might be neat to have the player jump higher when that happens too. I like it.
Finishing blows could work as well, but I think it should only work if you hit the same target 3 times in a row, on the 3rd strike you have a chance to perform a finishing blow somehow. I also like this idea. Let me think more on how I could implement it.
Super Charge up: Same keys as the other charge, but when held down you charge up to do a stronger dash, knocking up/ or push to the side all enemies in line between you and the target >.> just an idea
Definitely doable, but not quite as exciting as the other ideas you gave I'll put this one on the back-burner for now while I think about the previous skills.
And last but least, if it's possible to implement modded items, >.> wish I could use other weapons without having to stick with a vanilla weapons
That's what the just-released API is all about, but it's up to other mod authors to take advantage of it. Currently, any held-item - not just weapons - can grant a single skill (and provide a back-up Basic Sword Skill if desired), though it wouldn't make much sense for a non-weapon to grant most of the skills. Not going to do much damage using Mortal Draw with a book
I've provided two ready-made frameworks that an author could simply extend and BAM, their weapon has a skill, but only if their Item class doesn't need to extend something else. Even so, there is an interface that is just as easy to use, and really the limit is only their imagination and skill - I made an item that could grant multiple skills depending upon its NBT state just as a test and it worked great, so I hope to see some pretty neat skill weapons in the future.
Agh, i can't seem to get, the newer version to work ;(
Is there a different method of installing, than just placing the mods in the mod folder?
No, it's installed exactly the same as before. You can't use it alongside Zelda Sword Skills, however; if you have both installed, only the Zelda mod will load.
Were you able to install and play the earlier versions? Nothing should have changed... if you can, post the log from your Minecraft launcher's development console so I can see what's going on (you may need to edit your profile and change the launcher visibility to "Always keep open").
Hope it's what you had in mind. At max level, you can usually break a new iron sword in 4-5 hits, gold and wood in a single blow, and diamond would probably take about 20 or more. It's a risky move without much reward at the moment, but I didn't want to make it destroy the enemy's weapon in just one blow as that seemed pretty overpowered (imagine in PvP your awesome hard-earned uber-enchanted diamond sword suddenly being destroyed...). I think the mechanics need some tweaking to improve its usefulness. If you have any feedback or suggestions about it, please let me know.
It's fine, especially in my modpack where quite literally everything has something in it's hand (golems, pigs, spiders) and it's a way to disarm the mobs' special abilities (abilities being mainly custom enchantments on a sword)
one thing i would like to see, a minor pushback on the entity whose sword you're breaking.
Also, if it's possible, reduced damage on a unbreaking sword depending on tier (don't want to make unbreaking near useless)
Unbreaking should already be taken into account - I use the vanilla mechanics to damage the item, so each point of damage has a chance to be negated based on the Unbreaking. Push back is a good idea. Might have to add that to Parry as well.
Also, the only other change i can see to sword break, is offering a soft of blinding effect, for a second to the entity being targeted, just for effects. But it's fine as is
Lol xD
Awesome, thanks
I think I may have figured out a way to do it while maintaining the integrity of all the skills and activation techniques, but it remains to be seen... As soon as I have something worthwhile, I'll be sure to let you guys know.
One hitch is that most skills require you to be locked on, so an Item granting Spin Attack doesn't do you much good if you don't have at least one level of Basic Sword skill. I wonder how messy it would be to work around that... >.<
EDIT: Worked around that hitch without it getting too messy - pretty happy about that xD
Maybe just add in a Mortal-draw like ability that can be used by items? I was mostly thinking of small hand weapons like daggers that draw and attack quicker than anything, so it wouldn't be out of the bounds of the skill's concept?
Either way, if the other skills can work and be attached to specific weapons, I imagine more than a few modders who create weapon mods may take a gander at your API to add an extra layer to the game.
Still have some kinks to work out and code to clean up, but it's coming along much better than I expected.
It's for modders to add Items that grant skills. If you add in a new weapon or item, you will be able to implement an interface I made in your Item class, and so long as the player is holding this item, they will be able to use the skill that it grants as though they had the skill themselves. So if you don't have Spin Attack yet, but you find a Sword of Spin Attack (or whatever name), you can now use Spin Attack while wielding that sword.
"Binding skills to weapons" is not what's happening - you won't be able to take an item already in game and add a skill to it, it must be part of the item initially, though modders can implement the interface in a way that allows for Items to provide more levels or even turn on or off the skill depending on the stack, so depending on the specific implementation, it may indeed be possible to add skills to an item, but only an Item that implements the interface (so no vanilla items).
Heh, I wonder if they would be interested? And I wonder how that would work if both mods are saying they depend on the other? Hope it wouldn't crash trying to figure out the load order lol.
Going back through all the skills code has been really good - I've managed to find and fix quite a few bugs in the process. The API is coming along quite well; only Super Spin Attack will be unavailable the way it's currently set up, unless the player already has at least one level of Spin Attack to start off the spin. I'm trying to think of an efficient way to allow armor to provide skills as well, because boots of dodging would just be cool. I know how to do so already, but I'm not a big fan of the way I'd have to implement it. We will see if it comes to fruition.
Err... not in the near future, sorry, but I am considering it. Just lots of things to do still with the API.
Currently, only held items can grant skills, so no equipped armor skills... still thinking about that one.
ChangeLog
Added:
+ API: Now any mod can add items that grant a skill to the player!
+ Full set of skill-giving swords as examples, only available in Creative Mode, can be disabled
+ Completely randomized skill-giving swords that will appear as chest loot; can be disabled
+ New Skill (for Akitori): Sword Break - demolish your enemy's weapon in just a few blows (dependant on material)
Changed:
- Now all 12 combos have a unique label
- Language file has undergone restructuring, so translations will need to be updated
- Improved targeting algorithm
- Spin Attack spin speed slightly reduced - max level was way too fast
Fixed Bugs:
- Left click would act as though held down after attacking with up arrow key (1.6.4 only)
- Leaping Blow could not be activated using the keyboard RCtrl key (1.6.4 only)
- Dash and Mortal Draw could be activated after blocking even if no longer blocking (1.6.4 only)
- Activating Spin Attack with vanilla movement keys could only spin one direction
- Mortal Draw could not be activated using the keybindings for block and attack
- Dodge could be activated while while not on solid ground
- Dodge to the left could be activated by tapping left then right
- Combo displaying with size zero when using skills such as leaping blow
Super Charge up: Same keys as the other charge, but when held down you charge up to do a stronger dash, knocking up/ or push to the side all enemies in line between you and the target >.> just an idea
And last but least, if it's possible to implement modded items, >.> wish I could use other weapons without having to stick with a vanilla weapons
Find me an animator and I'll see what I can do I only know how to use the vanilla animations (sword swing, block, jump, rotate) - beyond that delves into the dark corners of openGL, and I'm scared of the dark xD
Knocking enemies up would be easy enough, perhaps like a rising cut? Could be activated by charging up like Armor Break and jumping right as the player swings or something... well, maybe that wouldn't work, since it would interfere with Armor Break. Maybe just jump while holding left click, so as long as you jump before Armor Break triggers, you could perform a rising cut. Might be neat to have the player jump higher when that happens too. I like it.
Finishing blows could work as well, but I think it should only work if you hit the same target 3 times in a row, on the 3rd strike you have a chance to perform a finishing blow somehow. I also like this idea. Let me think more on how I could implement it.
Definitely doable, but not quite as exciting as the other ideas you gave I'll put this one on the back-burner for now while I think about the previous skills.
That's what the just-released API is all about, but it's up to other mod authors to take advantage of it. Currently, any held-item - not just weapons - can grant a single skill (and provide a back-up Basic Sword Skill if desired), though it wouldn't make much sense for a non-weapon to grant most of the skills. Not going to do much damage using Mortal Draw with a book
I've provided two ready-made frameworks that an author could simply extend and BAM, their weapon has a skill, but only if their Item class doesn't need to extend something else. Even so, there is an interface that is just as easy to use, and really the limit is only their imagination and skill - I made an item that could grant multiple skills depending upon its NBT state just as a test and it worked great, so I hope to see some pretty neat skill weapons in the future.
Is there a different method of installing, than just placing the mods in the mod folder?
No, it's installed exactly the same as before. You can't use it alongside Zelda Sword Skills, however; if you have both installed, only the Zelda mod will load.
Were you able to install and play the earlier versions? Nothing should have changed... if you can, post the log from your Minecraft launcher's development console so I can see what's going on (you may need to edit your profile and change the launcher visibility to "Always keep open").
Hope it's what you had in mind. At max level, you can usually break a new iron sword in 4-5 hits, gold and wood in a single blow, and diamond would probably take about 20 or more. It's a risky move without much reward at the moment, but I didn't want to make it destroy the enemy's weapon in just one blow as that seemed pretty overpowered (imagine in PvP your awesome hard-earned uber-enchanted diamond sword suddenly being destroyed...). I think the mechanics need some tweaking to improve its usefulness. If you have any feedback or suggestions about it, please let me know.
one thing i would like to see, a minor pushback on the entity whose sword you're breaking.
Also, if it's possible, reduced damage on a unbreaking sword depending on tier (don't want to make unbreaking near useless)
Also, the only other change i can see to sword break, is offering a soft of blinding effect, for a second to the entity being targeted, just for effects. But it's fine as is