I've started coding a mod that will enable you to "harness the powers" of various elements within Minecraft.
In the beginning of a world, you are asked to select an initial element. There's an "energy bar" on the left that will limit your powers (to prevent you becoming overpowered).
The six elements are:
- Fire: Will let you start fires, briefly empower your sword with Fire Aspect II, and later craft a potion that will give you the ability to set mobs ablaze with your bare hands.
- Water: Allows you to create water source blocks from nowhere, summon rainstorms, and briefly enchant your sword with Sharpness II for a small damage boost.
- Air: Gives you the power to throw mobs around, stop yourself from falling to your doom, fling mobs away with a briefly enchanted Knockback II, and after crafting a certain potion, empower your fists to let them fling mobs with ease.
- Lightning: Will let you enchant your sword with every enchantment at max power for a few strikes, summon lightningbolts, send small shockwaves, and later on, ravage the landscape within ten blocks of you.
- Ice: Basically gives your attacks the ability to freeze mobs in their tracks. Will also give snowballs this ability. You can also "flash freeze" your surroundings and summon small blizzards to damage/freeze nearby mobs.
- Ender: I haven't really planned this out, but it involves causing mobs to vanish and allow you to somewhat become an enderman (teleporting, increased HP/strength).
Pressing F (since insta-fog is now removed) will swap between elements. (in-progress, can't work Keybinding properly for some reason)
UPDATE 4/20!
As of right now, I've got pictures.
The Elemental Staff, a new item to control the elements with. Now renders in 3D (like a sword) and with a glowing effect!
The Staff from the front.
Me attacking a Ghast using the Lightning skill.
Changelog:
v0.1
====
- Initial mod development.
- Added code for element name strings, element IDs (for my private use in methods), started on ElementFire
- Added the Elemental Staff, which is the center of elemental control. Crafted by:
S D S
S
S
where S is a stick and D is a diamond.
- Worked on Fire and Lightning - so far, staff will:
- Contact (melee damage): Set entities alight (Fire) / Do an extra 1.5 hearts of damage (Lightning)
- Right Click Skill: Fire off a Blaze-type fireball (Fire) / Summon a lightningbolt (Lightning) (This will be replaced by a small EntityShockBolt or something in future versions.)
v0.1.1
====
- Elemental Staff now has a glowing effect similar to that of a golden apple
- Replaced the diamond in Elemental Staff recipe with an Elemental Gemstone, crafted by:
L R L
G D G
L R L
where L is Lapis Lazuli, R is Redstone, D is a diamond, and G is Glowstone Dust.
- Implemented Water right-click skill: places a water sourceblock where you're looking. Water doesn't really have a left-click.
- Got to work on Air's Gust ability, will knock mobs back when complete...
v0.1.2
====
- Implemented an early test version of Gust that comes in the form of a small cube of air energy, but Knockback is behaving weirdly - keeps going in one direction.
- Still attempting to figure out how to swap elements on a key press
- Also still attempting to figure out how to press a key for a skill (like Z with Fire selected to spawn a fire)
- Changed the Lapis in the Gemstone recipe to snowballs because Item.dyePowder wasn't working right
Recipes
So far the mod adds two recipes.
The Elemental Gemstone:
The Elemental Staff:
Future Goals (Red = On Hold, Blue = In-progress, Pink = Not 100% sure if I should do it)
Implement all skills for the basic three elements
Create a GUI at the start of a world to select an initial element
Add an Energy bar that will limit skill use
Add a training tier that requires you to use skills {x} amount of times to learn more
Add the F-swap-element method
Remove useless Flame-Fist code from EntityPlayer
Thanks xD I'm having some code troubles ATM, but I've had some nice success with making your bare hands light things on fire. Now to implement everything else...
cant wait but you should make it that you have to earn your power and not just start with it
Hm...quite a good idea...tempting...but how would this happen? I started coding in randomly generated temples..."you have to first select an initial element and use that to go around gathering more" was my idea. Or do you think I should make the initial element have to be trained first? Then you have to train the rest of them as you get them from temples?
1st of all my location is better =)
and 2nd of all looks like a great mod...if you need a tester pm me.....
and every1 who sees this should go to this server(look at my banner) if its online(the banner tells you).
1st of all my location is better =)
and 2nd of all looks like a great mod...if you need a tester pm me.....
and every1 who sees this should go to this server(look at my banner) if its online(the banner tells you).
1st of all, yes it is. xD
2nd of all, thanks! I may need a tester, I'm getting a weird NullPointerException now (ever since I started working on a worldGen file), but I'll PM you on resolution.
Also, I've got a regular server: bloodheroes.net:25565. Best. Server. Ever. T_T
Okay, so I've improved the recipe for the Elemental Gemstone...now requires two Redstone Gems, two Glowstone Gems, and four Snow Gems.
These are all crafted by filling a 3x3 crafting grid with their respective materials (i.e. Redstone Gems require nine redstone, Snow Gems require nine Snowballs).
In the beginning of a world, you are asked to select an initial element. There's an "energy bar" on the left that will limit your powers (to prevent you becoming overpowered).
The six elements are:
- Fire: Will let you start fires, briefly empower your sword with Fire Aspect II, and later craft a potion that will give you the ability to set mobs ablaze with your bare hands.
- Water: Allows you to create water source blocks from nowhere, summon rainstorms, and briefly enchant your sword with Sharpness II for a small damage boost.
- Air: Gives you the power to throw mobs around, stop yourself from falling to your doom, fling mobs away with a briefly enchanted Knockback II, and after crafting a certain potion, empower your fists to let them fling mobs with ease.
- Lightning: Will let you enchant your sword with every enchantment at max power for a few strikes, summon lightningbolts, send small shockwaves, and later on, ravage the landscape within ten blocks of you.
- Ice: Basically gives your attacks the ability to freeze mobs in their tracks. Will also give snowballs this ability. You can also "flash freeze" your surroundings and summon small blizzards to damage/freeze nearby mobs.
- Ender: I haven't really planned this out, but it involves causing mobs to vanish and allow you to somewhat become an enderman (teleporting, increased HP/strength).
Pressing F (since insta-fog is now removed) will swap between elements. (in-progress, can't work Keybinding properly for some reason)
UPDATE 4/20!
As of right now, I've got pictures.
The Elemental Staff, a new item to control the elements with. Now renders in 3D (like a sword) and with a glowing effect!
The Staff from the front.
Me attacking a Ghast using the Lightning skill.
Changelog:
====
- Initial mod development.
- Added code for element name strings, element IDs (for my private use in methods), started on ElementFire
- Added the Elemental Staff, which is the center of elemental control. Crafted by:
S D S
S
S
where S is a stick and D is a diamond.
- Worked on Fire and Lightning - so far, staff will:
- Contact (melee damage): Set entities alight (Fire) / Do an extra 1.5 hearts of damage (Lightning)
- Right Click Skill: Fire off a Blaze-type fireball (Fire) / Summon a lightningbolt (Lightning) (This will be replaced by a small EntityShockBolt or something in future versions.)
v0.1.1
====
- Elemental Staff now has a glowing effect similar to that of a golden apple
- Replaced the diamond in Elemental Staff recipe with an Elemental Gemstone, crafted by:
L R L
G D G
L R L
where L is Lapis Lazuli, R is Redstone, D is a diamond, and G is Glowstone Dust.
- Implemented Water right-click skill: places a water sourceblock where you're looking. Water doesn't really have a left-click.
- Got to work on Air's Gust ability, will knock mobs back when complete...
v0.1.2
====
- Implemented an early test version of Gust that comes in the form of a small cube of air energy, but Knockback is behaving weirdly - keeps going in one direction.
- Still attempting to figure out how to swap elements on a key press
- Also still attempting to figure out how to press a key for a skill (like Z with Fire selected to spawn a fire)
- Changed the Lapis in the Gemstone recipe to snowballs because Item.dyePowder wasn't working right
Recipes
So far the mod adds two recipes.
The Elemental Gemstone:
The Elemental Staff:
Future Goals (Red = On Hold, Blue = In-progress, Pink = Not 100% sure if I should do it)
Implement all skills for the basic three elements
Create a GUI at the start of a world to select an initial element
Add an Energy bar that will limit skill use
Add a training tier that requires you to use skills {x} amount of times to learn more
Add the F-swap-element method
Remove useless Flame-Fist code from EntityPlayer
Thoughts? Comments?
Thanks xD I'm having some code troubles ATM, but I've had some nice success with making your bare hands light things on fire. Now to implement everything else...
Hm...quite a good idea...tempting...but how would this happen? I started coding in randomly generated temples..."you have to first select an initial element and use that to go around gathering more" was my idea. Or do you think I should make the initial element have to be trained first? Then you have to train the rest of them as you get them from temples?
I dunno, anyone want to add their input?
and 2nd of all looks like a great mod...if you need a tester pm me.....
and every1 who sees this should go to this server(look at my banner) if its online(the banner tells you).
1st of all, yes it is. xD
2nd of all, thanks! I may need a tester, I'm getting a weird NullPointerException now (ever since I started working on a worldGen file), but I'll PM you on resolution.
Also, I've got a regular server: bloodheroes.net:25565. Best. Server. Ever. T_T
xD xD XD Yes.
These are all crafted by filling a 3x3 crafting grid with their respective materials (i.e. Redstone Gems require nine redstone, Snow Gems require nine Snowballs).