Has a 1/3 chance to make enemy take damage over time. (I) 1/1(II) 1 (III)
Petrification (I) (II) (III) Bow or Sword (Maybe Helmet if the mob or player looks at his face?)
Just like the entangle one except that this time it completely stops the mob or player for a short period of time
I have no name for this one. (I) Helmet
Makes you see nearby ores easier with a faint glow just like a mushroom but breaks the helmet in 20-30 hits.
Oh and by the way, since 1.6 is coming with like horses and stuff, will you make enchants on the horse armor or maybe the saddle?
Wow, I like these. Especially petrification, I might just put that on a helmet and get a ray trace (that's in the enderman code to determine if something is looking at them) to do the freezing code for me. And yes, I will make enchantments for horse armour provided Mojang makes horse armour enchantable. In hindsight, the ore one looks interesting, but what do you mean breaks the helmet after 20-30 hits? You mean ore breaks or taking damage? Ore breaks would be tough as hell.
Maybe a lightning enchantment for the sword that works like the /powertool lightning command for servers?
I've thought of it before, but I'd have to put a serious handicap on it, like I did with Shockwave (yes, version 0.4.2 is in the making - I did 0.4.1 for bugfixes then decided to do a test run of Night Vision, which now works.)
~~ v0.4.2 update
I did some bugfixes, including some badly structured/done code in EntityArrow/ItemBow that makes Return nullify every other enchantment and Buckshot not work properly. Apparently using a for(int i = 0; i < level (the level of the Buckshot enchantment); i++) followed by the creation of a new arrow instance doesn't like to work.
Night Vision is now functioning! I've finally figured out what I was doing wrong. I'll give you a hint, I accidentally placed the code in the section that entails player sleeping behaviour. Whoops.
Meteor Fallingi is also in-progress. I can't seem to get it to work right, but I'm going to remove some of the requirements as a test and see if the basic function (stops you completely then throws you towards the ground before making a gigantic explosion happen and damaging your armour / HP).
Messiah is temporarily on hold. Only the two above will be added as a sort of sample for the upcoming armour update. (And lo, it will be huge - I have so many armour enchantments planned it's ridiculous. I won't be doing the SMP ones yet though, that will come after version 1.0 unless people really want it. Like, really really want it.
~~ Guild set update
I've finally done descriptions...these will be updated if I or anyone else come up with anything new.
All armour is only level I but requires a full set for benefits.
All swords and bows are level III.
Pyro
Pyros thrive in fire and like to hide in lava to surprise their foes with a powerful, magma-drenched sword slash. Armour: Pyroguard
Pyroguard armour grants complete protection against fire and lava and removes the movement penalty from swimming in lava. The protection level increases It takes 25% more damage from Hydro attacks but takes 25% less damage from Frost attacks. The user will be Weak in water, however. Sword: Pyroblade
The Pyroblade does a small amount of extra damage if the wielder is in fire, and even more if they are in lava. All extra damage is done as fire damage. If that isn't enough, it also strips players of fire resistance effects and does even more damage if so. Bow: Pyrobow
The Pyrobow does more damage in fire and even more in lava. All extra damage is dealt as fire damage. It can also turn standing water to stone.
Hydro
Stalkers of the deep, hydros will drag you down into their watery realm. Armour: Hydroguard
Prevents drowning and renders the wearer immune to drowning damage, and removes water movement penalties. Also more protective in water. 25% extra protection against Pyro attacks and lava. 25% extra damage from Aero attacks. Provides a speed boost in rain. Sword: Hydroblade
Deals extra damage while the user is underwater and does even more damage depending on their depth. All extra damage is dealt as drowning damage. Also removes Water Breathing effects from the target and deals extra damage for that. All hits from below with this blade will drag a swimming foe downward. Bow: Hydrobow
Arrows fired from this neutralize fire and turn lava to obsidian. Deals extra drowning damage if the user is in water; the damage amplifies with depth.
Forest
Real team players, Forest players receive buffs just being in each others' company. Armour: Forestguard
A set of this will amplify base protection in any Forest biome and when other Forest players are nearby. (It does have a cap.) 25% extra damage from Pyro and Frost attacks, but it is the only armour to resist Aero attacks by 25%. Sword: Forestblade
Does more damage in Forest biomes and when other Forest players are nearby. Has the power to remove beneficial potion effects from foes and may even replace them with a negative version, such as transforming regeneration into poison or strength into weakness. Bow: Forestbow
Does more damage in forest biomes. The impact creates a small shockwave, which waxes larger and more powerful with every Forest player nearby.
Frost
Coldhearted, solitary murderers. They'll stop you dead in two different ways. Armour: Frostguard
Armour that is more protective in cold biomes and while standing in snowy terrain. The less Frost players that are nearby, the more powerful it becomes, but only in cold biomes (making Frostguard armour pretty much useless outside of cold biomes). 25% resistance to Forest attacks, 25% extra damage from Pyro attacks. Speed boost in snowy weather. Sword: Frostblade
Deals extra damage in cold biomes and more so in snow. It also freezes foes, an effect that lasts longer in cold biomes. Quite a brutal weapon when no other Frost players are around - the damage amplifies when you're alone. Bow: Frostbow
Freezes still water and its targets. Deals more damage in cold & snow but is the one thing unaffected by the presence of other Frost players.
Aero
Death from above! Aeros like to fight in small groups and surround their foes by dropping from above. Armour: Aeroguard
100% protection from all fall damage. It hardens at higher altitudes to provide extra protection, but actually starts to weaken at low altitudes, meaning Aeros are easy to kill in caves (unless, of course, they are very good at PvP). 25% extra resistance to Hydro attacks. 25% extra damage from Frost attacks. Sword: Aeroblade
Its damage increases with altitude and receives an extra boost if the player is airborne. If the target is also airborne, it does twice the amount of damage. The only downside is that all this extra damage is dealt as fall damage, so players with Feather Falling will take far less damage from it. Bow: Aerobow
Its damage increases with the shooters altitude. It does even more if the target is below the shooter.
Shadow
Creatures of the night and caves, they are rarely seen. Have the ability to melt through walls in total darkness. While not particularily resistant to attacks, they are masters of stealth and don't like being seen. Armour: Shadowguard
Its protection increases when the wearer is in light levels of 7 or less and amplifies as the light decreases. 25% extra damage from everything else though. It also disappears when you're invisible and in darkness, making you totally invisible in shadow. This armour also grants the wearer the ability to sneak through walls in total darkness. If a wall separates two open spaces and both spaces are in a light level of 0, then the player can sneak to traverse shadow into the empty space. (This feature is still heavily in-progress, but with the help of some friendly Mojang-created booleans it shouldn't be too hard.) Sword: Shadowblade
Its damage increases while the user is in shadow, amplifying as the light levels decrease. If the target has night vision active, this deals double damage. Bow: Shadowbow
Its damage increases while the shooter is in darkness, increasing as the light levels decrease. If the arrow hits the ground or a wall, it will extinguish all nearby torches and other light sources, granting the shooter another plane of darkness to walk on.
My good friend Near528 suggested the Shadow class thing earlier as we were building a Rube Goldberg machine, and I'm quite enamored of it. Maybe I should tone some of these down a bit - tell me what you think.
Any chance on you making that config I mentioned earlier sometime soon? I like most of the enchantments in the mod, but there are a few I would like to disable.
Any chance on you making that config I mentioned earlier sometime soon? I like most of the enchantments in the mod, but there are a few I would like to disable.
I'm trying to figure out how exactly I should go about doing that. I'll find a tutorial or something tomorrow; I've been up since five and it's almost midnight, and I have another class tomorrow morning, so I should probably get some sleep. Hasn't left my notes though.
~~ v0.4.2 is coming out sometime soon, let me check the code and compile it again.. Also:
Look at my previous post for guild set things. There are six: Pyro, Hydro, Forest, Frost, Aero, and Shadow. A friend of mine owns a server and he said I could test the plugin version of this once I get it coded, so sometime within this year you can expect a server with enchantment-guilds on it.
In other news, I still haven't gotten any more enchantment ideas, except those submitted by others. Thanks for your support, guys.
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.
Hopefully. I'm having trouble installing Forge at the moment (believe me, I've tried), when I download the universal src and run install.cmd from the mass of unorganised files I get a "system cannot find the path specified" error. Someone needs to help me out here.
I'm ashamed. I skipped a grade and have been in college since age 13 (which isn't saying much considering I'm still in high school, but whatever) and I still can't figure this out. ._.
~~ EDIT:
Keep watch for v0.4.2. It's recompiling now.
I know MC was updated to 1.5.2, but I bet some people are still using 1.5.1 for the mods, so stick around. I need to update as soon as possible anyway, I like keeping on top of things. Generally.
Why the heck do I have so many Enchantment ideas popping in my head?
Flippers (I) Boots
Easy swimming.
Cleave (I) (II) (III) (IV)
Damages all the mobs surrounding the mob you hit.
Defilement (I) (II) (III) (IV) Bow
(I) Poisons the mob
(II) Slows and poisons the mob
(III) Does random damage after the slow and posion from 1-50 but takes 30 durability after the damage
(IV) 50-100 Damage after the slow and posion but takes 30 durability after the damage
Its like if you get the (III) enchantment you get the (I) (II) enchantment together with the (III) enchantment.
Void (I) (II) Armor
Makes you invisible (I) and makes the armor disappear (II) but gives you blindness.
Odin's Power (I) (II) (III) (IV) Sword
Has random chance to strike lightning around the player.
The installation isn't that much of a problem, but it conflicts with lots of other mods, I'd love to play a CTM map with this, Torched and BetterStorage for instance.
Void armour would really mess up, because with the blindness, it could mess up a good diamond chest plate you saved up for, and without the blindness, it'd be pretty OP. Maybe slowness rather? Still OP though.. Nausea even?
Then why put it on a Diamond Chest plate if it would mess it up? Why not put it on a Iron Chest plate or maybe even use a Leather one instead.
Hopefully. I'm having trouble installing Forge at the moment (believe me, I've tried), when I download the universal src and run install.cmd from the mass of unorganised files I get a "system cannot find the path specified" error. Someone needs to help me out here.
I'm ashamed. I skipped a grade and have been in college since age 13 (which isn't saying much considering I'm still in high school, but whatever) and I still can't figure this out. ._.
~~ EDIT:
Keep watch for v0.4.2. It's recompiling now.
I know MC was updated to 1.5.2, but I bet some people are still using 1.5.1 for the mods, so stick around. I need to update as soon as possible anyway, I like keeping on top of things. Generally.
I'm no modder, but did you get it from GitHub? Try
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.
Yeah, I did the first time...I just DL'd again, and it seems to be working now. As soon as I can I'll try to get it compatible, but I have no idea how long that will take. Well, there's your update, everyone. :L
Really cool mod, when it's Forge-based I will download it. Also, do the enchantments work on books, armor and weapons from other mods (e.g. Armor Movement mod, Balkon's Weapons mod)? Can you update it for 1.5.1 too?
Really cool mod, when it's Forge-based I will download it. Also, do the enchantments work on books, armor and weapons from other mods (e.g. Armor Movement mod, Balkon's Weapons mod)? Can you update it for 1.5.1 too?
The sword enchantments only work on vanilla swords for now, but I'll change that up a bit later so that they work on anything. Armour works for everything, and bow enchantments are only useful on bows, so whatever. Everything until version 0.4 works for 1.5.1, this update will make it for 1.5.2 and Forge.
Can we get some pictures of these enchantments? Doesn't have to be anything huge, you know, it can just be the name, or a mob in the Frozen state, or a Buckshot/Thunder bow's aftereffects.
all right, here's another one. Force Field (sword): upon right-clicking, all mobs within a certain radius are pushed out of the radius. however, using this depletes durability much more quickly. radius of effect increases with level.
Rollback Post to RevisionRollBack
/\ A bit dead right now, support would be greatly appreciated /\
Also the link is broken, click the one below. I will fix this soon.
all right, here's another one. Force Field (sword): upon right-clicking, all mobs within a certain radius are pushed out of the radius. however, using this depletes durability much more quickly. radius of effect increases with level.
Nice. I'll add it to the list.
Does anyone have a copy of the 1.5.2 EntityArrow code? That's all I need because I really messed it up and I need another one, didn't realize Mojang had made so many code changes to it.
Bleeding (I) (II) (III) Bow or Sword
Has a 1/3 chance to make enemy take damage over time. (I) 1/1(II) 1 (III)
Petrification (I) (II) (III) Bow or Sword (Maybe Helmet if the mob or player looks at his face?)
Just like the entangle one except that this time it completely stops the mob or player for a short period of time
I have no name for this one. (I) Helmet
Makes you see nearby ores easier with a faint glow just like a mushroom but breaks the helmet in 20-30 hits.
Oh and by the way, since 1.6 is coming with like horses and stuff, will you make enchants on the horse armor or maybe the saddle?
Wow, I like these. Especially petrification, I might just put that on a helmet and get a ray trace (that's in the enderman code to determine if something is looking at them) to do the freezing code for me. And yes, I will make enchantments for horse armour provided Mojang makes horse armour enchantable. In hindsight, the ore one looks interesting, but what do you mean breaks the helmet after 20-30 hits? You mean ore breaks or taking damage? Ore breaks would be tough as hell.
I've thought of it before, but I'd have to put a serious handicap on it, like I did with Shockwave (yes, version 0.4.2 is in the making - I did 0.4.1 for bugfixes then decided to do a test run of Night Vision, which now works.)
~~ v0.4.2 update
I did some bugfixes, including some badly structured/done code in EntityArrow/ItemBow that makes Return nullify every other enchantment and Buckshot not work properly. Apparently using a for(int i = 0; i < level (the level of the Buckshot enchantment); i++) followed by the creation of a new arrow instance doesn't like to work.
Night Vision is now functioning! I've finally figured out what I was doing wrong. I'll give you a hint, I accidentally placed the code in the section that entails player sleeping behaviour. Whoops.
Meteor Fallingi is also in-progress. I can't seem to get it to work right, but I'm going to remove some of the requirements as a test and see if the basic function (stops you completely then throws you towards the ground before making a gigantic explosion happen and damaging your armour / HP).
Messiah is temporarily on hold. Only the two above will be added as a sort of sample for the upcoming armour update. (And lo, it will be huge - I have so many armour enchantments planned it's ridiculous. I won't be doing the SMP ones yet though, that will come after version 1.0 unless people really want it. Like, really really want it.
~~ Guild set update
I've finally done descriptions...these will be updated if I or anyone else come up with anything new.
All armour is only level I but requires a full set for benefits.
All swords and bows are level III.
Pyro
Pyros thrive in fire and like to hide in lava to surprise their foes with a powerful, magma-drenched sword slash.
Armour: Pyroguard
Pyroguard armour grants complete protection against fire and lava and removes the movement penalty from swimming in lava. The protection level increases It takes 25% more damage from Hydro attacks but takes 25% less damage from Frost attacks. The user will be Weak in water, however.
Sword: Pyroblade
The Pyroblade does a small amount of extra damage if the wielder is in fire, and even more if they are in lava. All extra damage is done as fire damage. If that isn't enough, it also strips players of fire resistance effects and does even more damage if so.
Bow: Pyrobow
The Pyrobow does more damage in fire and even more in lava. All extra damage is dealt as fire damage. It can also turn standing water to stone.
Hydro
Stalkers of the deep, hydros will drag you down into their watery realm.
Armour: Hydroguard
Prevents drowning and renders the wearer immune to drowning damage, and removes water movement penalties. Also more protective in water. 25% extra protection against Pyro attacks and lava. 25% extra damage from Aero attacks. Provides a speed boost in rain.
Sword: Hydroblade
Deals extra damage while the user is underwater and does even more damage depending on their depth. All extra damage is dealt as drowning damage. Also removes Water Breathing effects from the target and deals extra damage for that. All hits from below with this blade will drag a swimming foe downward.
Bow: Hydrobow
Arrows fired from this neutralize fire and turn lava to obsidian. Deals extra drowning damage if the user is in water; the damage amplifies with depth.
Forest
Real team players, Forest players receive buffs just being in each others' company.
Armour: Forestguard
A set of this will amplify base protection in any Forest biome and when other Forest players are nearby. (It does have a cap.) 25% extra damage from Pyro and Frost attacks, but it is the only armour to resist Aero attacks by 25%.
Sword: Forestblade
Does more damage in Forest biomes and when other Forest players are nearby. Has the power to remove beneficial potion effects from foes and may even replace them with a negative version, such as transforming regeneration into poison or strength into weakness.
Bow: Forestbow
Does more damage in forest biomes. The impact creates a small shockwave, which waxes larger and more powerful with every Forest player nearby.
Frost
Coldhearted, solitary murderers. They'll stop you dead in two different ways.
Armour: Frostguard
Armour that is more protective in cold biomes and while standing in snowy terrain. The less Frost players that are nearby, the more powerful it becomes, but only in cold biomes (making Frostguard armour pretty much useless outside of cold biomes). 25% resistance to Forest attacks, 25% extra damage from Pyro attacks. Speed boost in snowy weather.
Sword: Frostblade
Deals extra damage in cold biomes and more so in snow. It also freezes foes, an effect that lasts longer in cold biomes. Quite a brutal weapon when no other Frost players are around - the damage amplifies when you're alone.
Bow: Frostbow
Freezes still water and its targets. Deals more damage in cold & snow but is the one thing unaffected by the presence of other Frost players.
Aero
Death from above! Aeros like to fight in small groups and surround their foes by dropping from above.
Armour: Aeroguard
100% protection from all fall damage. It hardens at higher altitudes to provide extra protection, but actually starts to weaken at low altitudes, meaning Aeros are easy to kill in caves (unless, of course, they are very good at PvP). 25% extra resistance to Hydro attacks. 25% extra damage from Frost attacks.
Sword: Aeroblade
Its damage increases with altitude and receives an extra boost if the player is airborne. If the target is also airborne, it does twice the amount of damage. The only downside is that all this extra damage is dealt as fall damage, so players with Feather Falling will take far less damage from it.
Bow: Aerobow
Its damage increases with the shooters altitude. It does even more if the target is below the shooter.
Shadow
Creatures of the night and caves, they are rarely seen. Have the ability to melt through walls in total darkness. While not particularily resistant to attacks, they are masters of stealth and don't like being seen.
Armour: Shadowguard
Its protection increases when the wearer is in light levels of 7 or less and amplifies as the light decreases. 25% extra damage from everything else though. It also disappears when you're invisible and in darkness, making you totally invisible in shadow. This armour also grants the wearer the ability to sneak through walls in total darkness. If a wall separates two open spaces and both spaces are in a light level of 0, then the player can sneak to traverse shadow into the empty space. (This feature is still heavily in-progress, but with the help of some friendly Mojang-created booleans it shouldn't be too hard.)
Sword: Shadowblade
Its damage increases while the user is in shadow, amplifying as the light levels decrease. If the target has night vision active, this deals double damage.
Bow: Shadowbow
Its damage increases while the shooter is in darkness, increasing as the light levels decrease. If the arrow hits the ground or a wall, it will extinguish all nearby torches and other light sources, granting the shooter another plane of darkness to walk on.
My good friend Near528 suggested the Shadow class thing earlier as we were building a Rube Goldberg machine, and I'm quite enamored of it. Maybe I should tone some of these down a bit - tell me what you think.
Ah, okay.
I'm trying to figure out how exactly I should go about doing that. I'll find a tutorial or something tomorrow; I've been up since five and it's almost midnight, and I have another class tomorrow morning, so I should probably get some sleep. Hasn't left my notes though.
~~ v0.4.2 is coming out sometime soon, let me check the code and compile it again.. Also:
Look at my previous post for guild set things. There are six: Pyro, Hydro, Forest, Frost, Aero, and Shadow. A friend of mine owns a server and he said I could test the plugin version of this once I get it coded, so sometime within this year you can expect a server with enchantment-guilds on it.
In other news, I still haven't gotten any more enchantment ideas, except those submitted by others. Thanks for your support, guys.
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.
Hopefully. I'm having trouble installing Forge at the moment (believe me, I've tried), when I download the universal src and run install.cmd from the mass of unorganised files I get a "system cannot find the path specified" error. Someone needs to help me out here.
I'm ashamed. I skipped a grade and have been in college since age 13 (which isn't saying much considering I'm still in high school, but whatever) and I still can't figure this out. ._.
~~ EDIT:
Keep watch for v0.4.2. It's recompiling now.
I know MC was updated to 1.5.2, but I bet some people are still using 1.5.1 for the mods, so stick around. I need to update as soon as possible anyway, I like keeping on top of things. Generally.
Flippers (I) Boots
Easy swimming.
Cleave (I) (II) (III) (IV)
Damages all the mobs surrounding the mob you hit.
Defilement (I) (II) (III) (IV) Bow
(I) Poisons the mob
(II) Slows and poisons the mob
(III) Does random damage after the slow and posion from 1-50 but takes 30 durability after the damage
(IV) 50-100 Damage after the slow and posion but takes 30 durability after the damage
Its like if you get the (III) enchantment you get the (I) (II) enchantment together with the (III) enchantment.
Void (I) (II) Armor
Makes you invisible (I) and makes the armor disappear (II) but gives you blindness.
Odin's Power (I) (II) (III) (IV) Sword
Has random chance to strike lightning around the player.
(I) = 1/50 (II) = 1/30 (III) = 1/25 (IV) = 1/15 (V) = 1/10
Watch out for creepers
"Savor the Flavor" (I) Helmet
Food gives more hunger points.
Chain Lightning (I) (II) Bow
Mobs that get struck by the arrow each get a shared amount of damage.
Illusion (I) Chest
If you get hit by a mob there is a chance that you will create a illusion that will attack the mob and after that happens he will disappear.
So much ideas coming randomly
Then why put it on a Diamond Chest plate if it would mess it up? Why not put it on a Iron Chest plate or maybe even use a Leather one instead.
I'm no modder, but did you get it from GitHub? Try
http://files.minecraftforge.net/
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.
Yeah, I did the first time...I just DL'd again, and it seems to be working now. As soon as I can I'll try to get it compatible, but I have no idea how long that will take. Well, there's your update, everyone. :L
Actually, I'm doing a triple update of sorts right now:
- Bugfixes
- 1.5.2 compatibility
- FORGE COMPATIBILITY AT LAST
Aah, thank the Forge team for a working copy of MCForge.
The sword enchantments only work on vanilla swords for now, but I'll change that up a bit later so that they work on anything. Armour works for everything, and bow enchantments are only useful on bows, so whatever. Everything until version 0.4 works for 1.5.1, this update will make it for 1.5.2 and Forge.
Can we get some pictures of these enchantments? Doesn't have to be anything huge, you know, it can just be the name, or a mob in the Frozen state, or a Buckshot/Thunder bow's aftereffects.
Nice. I'll add it to the list.
Does anyone have a copy of the 1.5.2 EntityArrow code? That's all I need because I really messed it up and I need another one, didn't realize Mojang had made so many code changes to it.
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