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
I would also like to see that, not as an effect on the enemy, but as a quick flash on the screen. I think that would be an awesome effect, but I'm really bad with openGL and have no idea how to render something like that at this time. Same goes for some of the other skills - it would be awesome to have some extra visuals such as sparks when swords clash, make it look more like an anime xD
Parry and Sword Break both knock targets back slightly when successful, it makes them feel much more useful - that was a good idea and will be in the next release.
also, can you make the swords you use, have random damage values? ex: wood sword with diamond strength, etc. just a bit of randomness
You want the random skill swords to have random damage values in addition to randomized material and skills? Sorry, more work than it's worth, just to get a wooden sword with an extra +3 to damage.
However, there are two new skills on the way, one of which is my new favorite! xD (the other one is cool, too, but not as satisfyingly flashy)
Version 1.3 is out, with two awesome new skills suggested by Commandment, as well as some bug fixes and minor changes. Enjoy
Change Log
v1.3
Added:
+ New Skill: Ending Blow - finish off a vulnerable enemy, gaining bonus xp if successful or becoming flat-footed if not
+ New Skill: Rising Cut - slash your enemies high into the air; hit them again if you can!
Changed:
- Major restructuring and optimization of skill classes and other parts of the code
- Parry and Sword Break will knock attacker back slightly when successful
- Armor Break's exhaustion increased to 2.0F - (0.1F * level)
Fixed Bugs:
- Player's Mortal Draw skill could not be used with non-Mortal Draw ISkillItems
- Fixed skills only disabling LMB when vanilla controls enabled
- Combo displaying with size zero when using skills such as leaping blow
- Combo counting a hit as a miss in creative mode when at the very edge of reach distance
- Combos were not being interrupted by damage
- Combos were not accounting for armor and potion protection when player hurt, causing erroneous termination
Awesome! Could we get a config option to keep skills upon death?
It'd also be a neat visual effect if the combo number in the hud became larger / bolder as it rises.
Edit: By the way, clicking the search tab in creative gui gives me this crash:
java.lang.NullPointerException
at dynamicswordskills.item.ItemSkillOrb.func_77624_a(ItemSkillOrb.java:108)
at net.minecraft.item.ItemStack.func_82840_a(ItemStack.java:663)
at net.minecraft.client.gui.inventory.GuiContainerCreative.updateFilteredItems(GuiContainerCreative.java:403)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_74228_j(GuiContainerCreative.java:390)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_74227_b(GuiContainerCreative.java:589)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73879_b(GuiContainerCreative.java:490)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:132)
at net.minecraft.client.gui.inventory.GuiContainer.func_73867_d(GuiContainer.java:1009)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73867_d(GuiContainerCreative.java:608)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:107)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1566)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
The Meaning of Life, the Universe, and Everything.
Join Date:
12/5/2010
Posts:
932
Minecraft:
Darkmega18
Member Details
Hey cool mod and stuff just it seems to get a little derpy when trying to WASD and you've got dodge. Cause with mine whenever I try to hold left and right move it keeps dodge moving instead. To do spins I just use arrow keys aswell. But when going back it also starts automatically parrying making me unable to kite stuff if I have parry on. I'm not sure if it will keep happening with 1.3 cause I'm in 1.1 cause of my modpack and I'm just getting the update now.
ALSO, I've said private modpack I'm building I use in my normal game and I was going through all the permissions cause I want to make it public eventually if I get everything. So:
Can I please have permission to include this in my modpack if I were to turn it public?
also also. I come bearing ideas!
Penetrate: An attack that pushes the player forward a short distance and strikes all enemies within a short line distance knocking them back and giving negative resistance for a few seconds. Requires Dash. Activates when trying to dash attack at a short enough distance where you'd deal nothing but stops you from dashing or using it again for a small time.
Cleave: Although you've got spin strike basically this is a forward facing wide strike that hits the main target and hits the rest of enemies in a wide area for a fraction of that. Something like, use Armorbreak but hold left or right to cleave adjacent targets for extra exhaustion.
Volcanic Attack: Requires dashing strike, penetrate, armorbreak and finish strike to learn. when used the player gives of fire particles and charges for twice as long as a armorbreak before dashing at the target gaining Resistance 4. On impact with the target the player strikes through it knocking back surrounding enemies in a flaming burst of particles but leaving the main target setting it on fire and setting off a creeper sound on it as the target explodes a second later dealing MASSIVE damage to itself and other surrounding enemies. No block damage incredibly damaging and outrageously flashy. Consumes hearts of life aswell as a lot of food to execute. Strike through should ignore armor but the explosion just hurts a lot but not the player. If killed on strike BEFORE exploding, the unit is rocketed into the air and showers the area in some bonus xp.
Sword Beam: While full on hunger charge up with block to empower sword with particles. Once empowered, slash the air and send a short range energy particle shockwave at it and causing a small explosion and heavy knockback.
Radiant Strike: Charge a sword beam, then charge a spin slash. When you spin a ring of particles will blast out along with the spin strikes initial attack allowing it to hit from even further and give more knockback.
Spiral Slash: Charge a sword beam, then using Armor break. Sends a swirling + shaped Swordbeam that penetrates targets and explodes upon hitting max targets or hitting a solid surface dealing extra damage also ignores armor of the first enemy in the line.
Helm Splitter: Use penetrate then Jump within a time limit. The player will strike the enemy fair in the head while it's reeling dealing bonus damage to their ARMOR and ground bouncing it into the air.
Magic Spell Seal: Upgrade to Jump strike (or requires volcanic attack?). Occurs on full food only works with an enchanted sword(?). Charges while blocking similar to sword beam for a maximum duration which improves damage and break output. On jump, strike when landing without a shockwave but on hit the enemy is dispelled of potion effects and armor + weapons with enchantments take massive damage in a burst of enchanting and magical enchantment particles and knocks back surrounding enemies severely and player a little less. For each potion effect dispelled and if an enchanted armor is broken causes an explosion for each piece stacking massive damage onto the broken target soon after their knockback finishes... needless to say it annihilates them if all their armor and their weapons goes at the same time.
and with that, I'll take my overpowered ideas somewhere else.
edit: nvm on the modpack thing. I'm guessing because zelda swords is under that LGPL v3 license and this is just the sword skills standalone, this is under that too, yes? Despite it not being in the OP just the same. >_>
Hey cool mod and stuff just it seems to get a little derpy when trying to WASD and you've got dodge. Cause with mine whenever I try to hold left and right move it keeps dodge moving instead. To do spins I just use arrow keys aswell. But when going back it also starts automatically parrying making me unable to kite stuff if I have parry on. I'm not sure if it will keep happening with 1.3 cause I'm in 1.1 cause of my modpack and I'm just getting the update now.
ALSO, I've said private modpack I'm building I use in my normal game and I was going through all the permissions cause I want to make it public eventually if I get everything. So:
Can I please have permission to include this in my modpack if I were to turn it public?
also also. I come bearing ideas!
~snip~
Are you still having control issues with the latest version?
Yes, it's also under the LGPL license, so you can use it in your public modpack, I only ask that you credit me as the author and provide a link to the main page so users can get the most up-to-date information. Thanks!
Holy crap, that's a lot of ideas! I don't have any plans to add more skills at this time, but if I do, I will give them some consideration.
Are you still having control issues with the latest version?
Yes, it's also under the LGPL license, so you can use it in your public modpack, I only ask that you credit me as the author and provide a link to the main page so users can get the most up-to-date information. Thanks!
Holy crap, that's a lot of ideas! I don't have any plans to add more skills at this time, but if I do, I will give them some consideration.
I didn't have a chance to try last night cause I was literally spending all day yesterday making sure I had all my mods down for permissions or permissions pending. >_<
Of course. I've got a big ol' notepad with every mod's name next to their creator's with a link to each said mods so that will not be a problem. (and never should be, even for other people. lol)
Hahaha, that's people's usual response when I get serious and my Train of thought (which I now call my "imagination express") kicks into full speed so no worries. XD and that's all I was hoping, that you'd take them into consideration for later.
edit: Affirmative to the control issues still occuring. I can strafing while locking if I don't learn dodge but if I learn dodge all my sideways movement becomes dodges when using WASD and mouse controls. Same with moving backwards with parry, all my backwards movement becomes parries which makes me unable to kite unless I just hit once with a Z target and then remove it so I can free move and carry on the combo that way and then Re-Z target and use a finisher or special when i need to, and while walking forward it occurs with final strike which makes me constantly accidentally use the finisher and be unable to attack at all cause it didn't finish kill. >_> and it is currently on Vanilla controls and require double tap. Last time I tried turning off vanilla controls just complicates it cause I need to switch control schemes just to combo and use anything then switch back, and double tap just makes things occur involuntarily when I release the key rather than while I'm holding the key. -_-'
edit: Affirmative to the control issues still occuring. I can strafing while locking if I don't learn dodge but if I learn dodge all my sideways movement becomes dodges when using WASD and mouse controls. Same with moving backwards with parry, all my backwards movement becomes parries which makes me unable to kite unless I just hit once with a Z target and then remove it so I can free move and carry on the combo that way and then Re-Z target and use a finisher or special when i need to, and while walking forward it occurs with final strike which makes me constantly accidentally use the finisher and be unable to attack at all cause it didn't finish kill. >_> and it is currently on Vanilla controls and require double tap. Last time I tried turning off vanilla controls just complicates it cause I need to switch control schemes just to combo and use anything then switch back, and double tap just makes things occur involuntarily when I release the key rather than while I'm holding the key. '
Perhaps it's a problem with your keyboard, because I am entirely unable to replicate your issue, at all. I don't know what to say... it works 100% perfectly on my end, every way I try it. It's a long shot, but maybe try updating to a newer version of Forge, if you haven't already.
I'm sure it's been said before, but I really wish these skills worked with Tinker's Construct weapons. Any way we could specify custom weapons to work with them in the config? It'd be extra cool if we could specify exactly what skills each weapon has access to. So if you used this with, say, Metallurgy, you could set it to only allow top-tier skills like the spin attack to only be available on the top-tier of weapons.
I'm sure it's been said before, but I really wish these skills worked with Tinker's Construct weapons. Any way we could specify custom weapons to work with them in the config? It'd be extra cool if we could specify exactly what skills each weapon has access to. So if you used this with, say, Metallurgy, you could set it to only allow top-tier skills like the spin attack to only be available on the top-tier of weapons.
My mod already has an API for adding skills to any kind of weapon, as well as allowing that mod to specify exactly how it should work (regarding tiers and such), so other mods can add that functionality if they wish.
The API for adding compatibility of non-sword weapons is not yet released (meaning you could use TC swords, which are not Minecraft "swords", to use any skill), but it is finished and ready to go.
etc. I don't have the real logs, but that's a brief desc.
Hm, I did remove the "sword slash" one a few days ago, but it shouldn't be spamming you with more than once or twice when you use a particular skill, even if it's still in there. Anyway, the next update should be devoid of any console messages. They were just left over from debugging.
I'm not the fan of the melee fight, but I'm just thinking, if there any dynamic bow skills that would be nice.
Double shot, Piercing shot, Jump back shot, Shower arrow shot, and things else...
Or some dynamic movement that could make along with other mod items, or magic that could be useful too :3
Perhaps it's a problem with your keyboard, because I am entirely unable to replicate your issue, at all. I don't know what to say... it works 100% perfectly on my end, every way I try it. It's a long shot, but maybe try updating to a newer version of Forge, if you haven't already.
Guh... Why am I not surprised... and I've had the newest version of forge for 1.6.4 for months now... I'll look into it myself then. it might be just an incompatibility with something cause I did get a mod called not enough keys from the attack of the B team pack which I loosely used as the base of my modpack before gutting the useless bits and twisting it beyond recognition... on the far end, maybe my keyboard is just terrible cause I have no idea how long I've had this keyboard and mouse but it's overdue for a change...
I would also like to see that, not as an effect on the enemy, but as a quick flash on the screen. I think that would be an awesome effect, but I'm really bad with openGL and have no idea how to render something like that at this time. Same goes for some of the other skills - it would be awesome to have some extra visuals such as sparks when swords clash, make it look more like an anime xD
Parry and Sword Break both knock targets back slightly when successful, it makes them feel much more useful - that was a good idea and will be in the next release.
You want the random skill swords to have random damage values in addition to randomized material and skills? Sorry, more work than it's worth, just to get a wooden sword with an extra +3 to damage.
However, there are two new skills on the way, one of which is my new favorite! xD (the other one is cool, too, but not as satisfyingly flashy)
Change Log
v1.3
Added:
+ New Skill: Ending Blow - finish off a vulnerable enemy, gaining bonus xp if successful or becoming flat-footed if not
+ New Skill: Rising Cut - slash your enemies high into the air; hit them again if you can!
Changed:
- Major restructuring and optimization of skill classes and other parts of the code
- Parry and Sword Break will knock attacker back slightly when successful
- Armor Break's exhaustion increased to 2.0F - (0.1F * level)
Fixed Bugs:
- Player's Mortal Draw skill could not be used with non-Mortal Draw ISkillItems
- Fixed skills only disabling LMB when vanilla controls enabled
- Combo displaying with size zero when using skills such as leaping blow
- Combo counting a hit as a miss in creative mode when at the very edge of reach distance
- Combos were not being interrupted by damage
- Combos were not accounting for armor and potion protection when player hurt, causing erroneous termination
It'd also be a neat visual effect if the combo number in the hud became larger / bolder as it rises.
Edit: By the way, clicking the search tab in creative gui gives me this crash:
java.lang.NullPointerException
at dynamicswordskills.item.ItemSkillOrb.func_77624_a(ItemSkillOrb.java:108)
at net.minecraft.item.ItemStack.func_82840_a(ItemStack.java:663)
at net.minecraft.client.gui.inventory.GuiContainerCreative.updateFilteredItems(GuiContainerCreative.java:403)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_74228_j(GuiContainerCreative.java:390)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_74227_b(GuiContainerCreative.java:589)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73879_b(GuiContainerCreative.java:490)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:132)
at net.minecraft.client.gui.inventory.GuiContainer.func_73867_d(GuiContainer.java:1009)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73867_d(GuiContainerCreative.java:608)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:107)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1566)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
ALSO, I've said private modpack I'm building I use in my normal game and I was going through all the permissions cause I want to make it public eventually if I get everything. So:
Can I please have permission to include this in my modpack if I were to turn it public?
also also. I come bearing ideas!
Penetrate: An attack that pushes the player forward a short distance and strikes all enemies within a short line distance knocking them back and giving negative resistance for a few seconds. Requires Dash. Activates when trying to dash attack at a short enough distance where you'd deal nothing but stops you from dashing or using it again for a small time.
Cleave: Although you've got spin strike basically this is a forward facing wide strike that hits the main target and hits the rest of enemies in a wide area for a fraction of that. Something like, use Armorbreak but hold left or right to cleave adjacent targets for extra exhaustion.
Volcanic Attack: Requires dashing strike, penetrate, armorbreak and finish strike to learn. when used the player gives of fire particles and charges for twice as long as a armorbreak before dashing at the target gaining Resistance 4. On impact with the target the player strikes through it knocking back surrounding enemies in a flaming burst of particles but leaving the main target setting it on fire and setting off a creeper sound on it as the target explodes a second later dealing MASSIVE damage to itself and other surrounding enemies. No block damage incredibly damaging and outrageously flashy. Consumes hearts of life aswell as a lot of food to execute. Strike through should ignore armor but the explosion just hurts a lot but not the player. If killed on strike BEFORE exploding, the unit is rocketed into the air and showers the area in some bonus xp.
Sword Beam: While full on hunger charge up with block to empower sword with particles. Once empowered, slash the air and send a short range energy particle shockwave at it and causing a small explosion and heavy knockback.
Radiant Strike: Charge a sword beam, then charge a spin slash. When you spin a ring of particles will blast out along with the spin strikes initial attack allowing it to hit from even further and give more knockback.
Spiral Slash: Charge a sword beam, then using Armor break. Sends a swirling + shaped Swordbeam that penetrates targets and explodes upon hitting max targets or hitting a solid surface dealing extra damage also ignores armor of the first enemy in the line.
Helm Splitter: Use penetrate then Jump within a time limit. The player will strike the enemy fair in the head while it's reeling dealing bonus damage to their ARMOR and ground bouncing it into the air.
Magic Spell Seal: Upgrade to Jump strike (or requires volcanic attack?). Occurs on full food only works with an enchanted sword(?). Charges while blocking similar to sword beam for a maximum duration which improves damage and break output. On jump, strike when landing without a shockwave but on hit the enemy is dispelled of potion effects and armor + weapons with enchantments take massive damage in a burst of enchanting and magical enchantment particles and knocks back surrounding enemies severely and player a little less. For each potion effect dispelled and if an enchanted armor is broken causes an explosion for each piece stacking massive damage onto the broken target soon after their knockback finishes... needless to say it annihilates them if all their armor and their weapons goes at the same time.
and with that, I'll take my overpowered ideas somewhere else.
edit: nvm on the modpack thing. I'm guessing because zelda swords is under that LGPL v3 license and this is just the sword skills standalone, this is under that too, yes? Despite it not being in the OP just the same. >_>
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Skills already are kept upon death.
I can't replicate that crash. What version of the mod, Minecraft, and Forge are you using?
Are you still having control issues with the latest version?
Yes, it's also under the LGPL license, so you can use it in your public modpack, I only ask that you credit me as the author and provide a link to the main page so users can get the most up-to-date information. Thanks!
Holy crap, that's a lot of ideas! I don't have any plans to add more skills at this time, but if I do, I will give them some consideration.
I didn't have a chance to try last night cause I was literally spending all day yesterday making sure I had all my mods down for permissions or permissions pending. >_<
Of course. I've got a big ol' notepad with every mod's name next to their creator's with a link to each said mods so that will not be a problem. (and never should be, even for other people. lol)
Hahaha, that's people's usual response when I get serious and my Train of thought (which I now call my "imagination express") kicks into full speed so no worries. XD and that's all I was hoping, that you'd take them into consideration for later.
edit: Affirmative to the control issues still occuring. I can strafing while locking if I don't learn dodge but if I learn dodge all my sideways movement becomes dodges when using WASD and mouse controls. Same with moving backwards with parry, all my backwards movement becomes parries which makes me unable to kite unless I just hit once with a Z target and then remove it so I can free move and carry on the combo that way and then Re-Z target and use a finisher or special when i need to, and while walking forward it occurs with final strike which makes me constantly accidentally use the finisher and be unable to attack at all cause it didn't finish kill. >_> and it is currently on Vanilla controls and require double tap. Last time I tried turning off vanilla controls just complicates it cause I need to switch control schemes just to combo and use anything then switch back, and double tap just makes things occur involuntarily when I release the key rather than while I'm holding the key. -_-'
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Do not press. Don't even think about it.
Seriously, don't.
Thinking about it gives it power.
Perhaps it's a problem with your keyboard, because I am entirely unable to replicate your issue, at all. I don't know what to say... it works 100% perfectly on my end, every way I try it. It's a long shot, but maybe try updating to a newer version of Forge, if you haven't already.
Thanks!
My mod already has an API for adding skills to any kind of weapon, as well as allowing that mod to specify exactly how it should work (regarding tiers and such), so other mods can add that functionality if they wish.
The API for adding compatibility of non-sword weapons is not yet released (meaning you could use TC swords, which are not Minecraft "swords", to use any skill), but it is finished and ready to go.
No... what is it spamming you with?
"Found compatible item"
"Playing sword slash"
etc. I don't have the real logs, but that's a brief desc.
Hm, I did remove the "sword slash" one a few days ago, but it shouldn't be spamming you with more than once or twice when you use a particular skill, even if it's still in there. Anyway, the next update should be devoid of any console messages. They were just left over from debugging.
I'm not the fan of the melee fight, but I'm just thinking, if there any dynamic bow skills that would be nice.
Double shot, Piercing shot, Jump back shot, Shower arrow shot, and things else...
Or some dynamic movement that could make along with other mod items, or magic that could be useful too :3
Guh... Why am I not surprised... and I've had the newest version of forge for 1.6.4 for months now... I'll look into it myself then. it might be just an incompatibility with something cause I did get a mod called not enough keys from the attack of the B team pack which I loosely used as the base of my modpack before gutting the useless bits and twisting it beyond recognition... on the far end, maybe my keyboard is just terrible cause I have no idea how long I've had this keyboard and mouse but it's overdue for a change...
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.