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    posted a message on D&D Mod Revisited

    A few years ago I had several ideas for a D&D based mod that would bring hundreds of new items, creatures, and mechanics to the game. It would be my "go to" mod, including tens of new worlds, bosses, magic, exploration, and all that good stuff. At the time, I was very young, and had no Idea what I was doing or what it entailed to make a mod so big. But I did get most of my ideas down, and I would like to elaborate on them here.


    Dungeons and Dragons is a roleplaying game, that had tons of complicated interconnected creatures and stories to tell, you could spend days pursuing one object and not even scratch the infinity that someone could come up with using the many many manuals sold.


    My idea, was to make a base mod that included much of the more commonly known D&D material, including classes, races, mobs, and worlds to dive into. Then, slowly expand the mod, with more content from more D&D and other fantasy related games. I got a lot of ideas down, of mechanics, mobs, worlds, classes, and races, and I even spent a little time moddling some mobs. But I saddly had no idea how to code or do any of the real gruntwork in creating a mod, so I asked for help. I asked for help on the forums and assembled a small crew, but school and contact issues got in the way of pursuing this mod any further. I hope now, to put all of my ideas down in this forum, and slowly work on my own to making this mod a reality, and hopefully if I can't finish, my ideas can be carried on and made by someone with more know-how then I. So please enjoy, and hopefully in the near future, we can play this.


    Classes - The main idea of this mod would be to allow players a sense of customization. Allowing them to choose how they approach the enemies and challenges presented in this mod. To achieve this, the mod would have the Class and Race mechanic. This would allow players to "create a character" in a way resembling D&D character creation. The player, upon creating a world, would be allowed to pick a class and race. Picking your class would be very important, because it affects the rest of your experience. Your class would prettymuch be your "skill tree", which would grant you specific abilities once reaching certain levels or defeating a boss. If you decided to be a warrior, your skill tree may include a charge skill, which would allow you to sprint forward dealing damage. If you chose to be a mage, a spell may be a skill, such as fireball. But, once you reached (Say, level 5), you would be able to begin spending skills in other class's skill trees. Multiclassing. Your character's class's skill tree would be the only one accessable to you until you achieved level 5, then you would be able to spend skillpoints out in any class you choose. Say, you were a warrior who had just become level 5, and you had a few warrior skills, but now, you wanted to say, spend your next skill point in a new class? You would have now unlocked the other classes, and would be able to freely pick what you would level up in. Despite this freedom, there would still be some restrictions. Say, if you were a warrior, and you spent a skill point that made your iron armor stronger. But, you also had a skill point in the Rogue class tree, that made your footsteps silent, so you could sneak without shifting. The sneak without shifting rogue skill would have a restriction on it, saying metal armor would disrupt the ability. Or as a mage you would not be able to cast a certain spell until you took off a druid buff. This would keep classes balanced and multiclassing not as OP. Each class skill tree would have several hundred levels of skills, hopefully adding more in updates. skills would probably be keybindable or equipable. Classes would be as followed:

    Warrior


    Bard

    Druid

    Monk

    Paladin

    Ranger

    Wizard

    Sorcerer

    Those are just the basics, more to come in updates like warlock and stuff


    Races- Arguably even more important then classes, races would also be avaliable for a starting player to choose. Races would be a more permanent choice. Like classes, you would be allowed to select your race at the begining of the game. Your race would give you slight bonuses and affect your appearence ingame. To start off, the races avaliable would probably be Elf, Human, Dwarf, Orc, Half Elf, Gnome, and possibly Warforged, although I would want many more races would be implimented. You would be allowed to pick from any race, and your skin would be texture mapped over the changed model. Say, if I chose to be a dwarf, my skin would appear on the dwarf, simply short and wider. This would let players feel like no matter what race they picked, it was still their skin, them. Each race, would have a unique set of racial abilities that only a player playing as that race would have, Racials would resemble as follows:

    Human: "All around accepted" almost all npc communities will accept you unless you've commited a crime. "Diverse" You would start the game with an extra 2 skill points. "Basic" No downside, and no special ability.

    Dwarf: "Miner" You mine faster then others, and you have a low chance to obtain extra ore. "Stout" You have an extra half heart, and have the ability to deal extra damage with a full swing. "Muscle" You are tough, but short and heavy, you are a bit slow. Your special is "Stone Skin" an ability that when used will last 30 seconds, it will give you 3 armor and has a 30second cooldown.

    Elf: "Magical" your starting mana/energy/focus pool is larger then others. "Wise" you level up faster . "Uncrafter" you slightly slower then most with physical labor(breaking blocks). "Burst" Your ability will realease a small manaburst around you, dealing 5 hearts of damage to anyone in range around you, it requires 25mana (very little), and has a cooldown of 45sec.

    Orc: "Tough" you have an extra heart, and you deal extra damage. "Strong" Your invintory is expanded by another row. (or just faster block breaking) "Disliked and Dumb" Most NPCs will not take to you at first, and you have a 25% xp loss. Your ability is rage, when used you will move faster and deal slightly more damage.

    etc


    Leveling

    Leveling in this mod would most likely be tied to minecraft leveling up. For every 10 levels gained in minecraft, you would get 1 permanent D&D level. The D&D level tracker would keep permanent count of all xp you gained, you would not loose any progress and you would still be able to use minecraft xp to enchant and all that. For each D&D level you get, you would get one skill point to spend in any skill tree. Every 5 D&D levels you get an extra 2 skill points.


    Goals: D&D was a very "player made" game, goals would be decided by a game master, and since minecraft is generated randomly, I say leave it to the player. Have countless things to do,m and let the player follow a path. A quest system, allowing you to track what npcs ask of you, and help you track the goal and get your reward.This would encourage players to take their own way, and let them enjoy what they want. Goals may include to NPC Towns warring, and bringing peace or helping one side to conquer the other, perhaps a smaller scale, a townsman asks for you to slay a bear that has been out of the town for a reward. Long quests may be taking part in a kingdom war, or attempting to become a royal guard, or a skilled mercenary, or fighting the undead or demons.


    Skills


    Each class would have several hundred levels worth of skills (maybe less so).

    Say warriors would have several attack modifying skills, such as a whirlwind swing, a charge, extra damage, leaps, beserk, and so on. class only items may be high class armor/weapons.

    Bards would be able to unlock instrument crafting recipes, and spells and buffs related to such, such as being able to play a song on the flute that increased speed of those around, or drums that healed when played. class only may be food recipes and instruments

    Druids would have spells related to nature, heals, vine manipulation and animal communication, as well as being able to have an animal pet and shapeshift into animals. Some druid spells would have restrictions against metal due to religion.

    Monks would have skills related to movement, spead, jump height, attack speed, and pressure point skills, allowing attacks to inflict certain types of damage and debuffs. Class only items would include garments that increase dodge and meditation items

    Paladins would have certain holy spells, including a smite, boosts to items, healing, extra damage to undead/demons, and so on. As well as unlocking a few class only holy items. Paladin skills may have restrictions against using evil artifacts due toreligious purposes.

    Ranger skills would include bow modifiers, pet taming and pet modifiers, as well as several survival based recipes, including the use of herbs for healing. rangers would also get some nature magic not unlike druids.

    Wizard skills would include spells and mana upgrades.

    A sorcerrer would include spells as well, just of a different nature (to be determinened)


    Items

    This mod would include thousands of items, weapons, tools, mob drops, magical artifacts, and new ores and blocks.


    Mobs

    This mod would take mob creation insperation from the countless monster manuals. Mobs would include undead, demons, creatures both fantasy and realistic, npc beings with intilligence and settlements, tribal creatures in small groups and camps, and dungeons with countless evil beings. The spawning would not consist of random amounts of creatures, but actually would include spawn "groups", so instead of 12 skelletons, you would encounter a small, medium, or large group. A small group would consist of 3-4 random undead of any type. A medium encounter may be a group of evil knights, or tribal gnolls. A large group may be slightly bosslike, and would be very rare. A team of demon invaders, a dragon and his kin, etc, perhaps only in dungeons.


    NPCs

    Npcs would consist of very large diversity. Elven cities full of merchants, mages, and archers, to small poor towns with fisherman or miners. Each npc would have the ability to be befriended, you could technically make your own city this way. All npcs could also either be traded with, or you could recieve quests from. Being apart of a npc community would mean you would have relations with the npcs, knowing a merchant may mean you could get a deal, or a free drink from a bartender. Or perhaps they will ask you for a favor, or maybe they will gift an item to you. Maybe they can offer to train you, or want you to accompany them.


    World

    There are several planes of existance in the D&D lore, more to come.

    Posted in: Modification Development
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    posted a message on rpgstyle
    I have an rpg like idea. after killing the ender dragon the egg can be hatched into a little dragon pet, which, once brought back to the overworld teleports away leaving an item behind that takes you to another dimension when used. this dimension is a series of underwater domes and cities full of the npcs we rly wanted, pigmen. after living in the nether for thousands of years these pigmen had to flee to this new dimension becuase of? the apperence of the wither infection. after helping the pigmen in this new dimension kill a wither kraken it drops a key to a new dimension, a massive maze world where pigmen refugees were sent to when they were infected with the wither and ender viruses. in this world you explore through the randomly generated maze in search of 2 temples, one temple holds the cure to the wither virus, the other to the end virus. once found and killed the respective temple bosses. you can cure ender and wither npcs. with the finding of the cure the pigmen reward you with the ability to travel to their new homeworld, "New Nether" which is a peacfull nether formationlike world where the pigmen live in peace. In this world they grant you the ability to travel to the five other known dimensions. In each dimension there is a boss you must find that has a fragment of a key. you can fight the bosses in any order because all of the pigmen's portals are open in one building, their "town hall". First world is a skylands/like world that only has two biomes, jungle and forest. in this world there is a spider queen, once found and killed she drops her eye and a key fragment. the eye can be used like an ender pearl but never runs out of uses and does not damage the player. the second world is a massive ruined futuristic city where the end virus evolved and came from, in this dimension there are ender cells, big blobs that spread the virus, and ender zombies, that are like endermen but old
    and slow moving, with limited teleportation abilities, there are also these white tall creatures with blue eyes called the Slivian, wich are enderman but uninfected and they help the player in this dimension fight zombies. they can be infected by the end blobs and turn into enderman and enderzombies, the boss in this dimension is a massive ender monster that when killed, drops its heart and a key fragment, you can eat it's heart and gain protection from the wither affect for a small time. the heart never is fully eaten once and can be eaten every 9 minecraft hours. The third dimension is a massive alien ship where the wither virus came from, these aliens created the virus to wipe out the pigmen, on this ship you need to find the three power grids, each is guarded by a monster that resembles a wither boss, but with legs and arms. once you destroy the three power grids you can enter the controll room and destroy the hive queen, a giant skelleton shaped creature with nine heads and three massive arms. the queen drops a key fragment and her claw. her claw is used as a sword that blinds and cuases wither on hit, the claw can also be carved into a bow if wanted. The fourth dimension is a giant mushroom biome, but its not happy, the mushrooms eat away at everything, the infected creatures are not cute mooshrooms, but weak almost dead poor creatures. you need to dig and find the giant mushroom creature, "patient zero" this boss looks like a giant mushroom with tree trunk legs and vine arms, once killed it drops a key fragment and the "root of knowledge" which can be carved into a hoe which can till earth into magic dirt, plants grow 80% faster while on this soil. The last realm is a massive field of ruins, old destroyed buildings, and ancient abandoned villages. the pigmen say this is where gods go to die. it is full of passive golems that follow you around and help you fight "Ancient myths" which are random monsters that spawn in this world, with a random name generator. in this realm you need to find the five towers of "Synistrea" in each of these towers there is a crystal. once all five crystals are collected the player can use them to find the gate to Synistrea much like the use of ender eyes I suppose. once you find the "Burial Grounds" a massive stone monster raises from the ground. this monster digs a hole to Synistrea for you and then leaves never to be seen again. Synistrea resembles a large ghast/creeper mutant. once killed it drops a key fragment and boots that negate all fall damage.


    now you have all 5 key fragments, craft the key and return to the "New Nether". here you give the key to the
    pigman mayor where he unlocks a new building to you. in this building there is a long hallway full of
    a new mob, "bedrock golems" which are golems with low attack speed, walk speed, but have massive damage and cannot die. at the end of the hall there is a portal. these golems are needed for this fight. once through the portal a health bar appears that says "Pigman Devil", but once you walk through a small room, into a massive cavarn room the name on the health bar changes to "HeroBrine" the bedrock golems all flee back into "The New Nether" and you are left to fight herobrine on your own. You walk up to herobrine and hit him once, then, from behind him a massive creature with an open jaw and large teeth comes up from the depths of the cavarn. herobrine is on a long rope comming from this creature much like an angler fish's light. this creature is so big that you cannot see the bottom half of it through the darkness of the pit it came from. to defeat herobrine you must clime around the massive cavarn avoiding its attacks and destroy 20 of it's health crystals once the health crystals are destroyed you can actually damage herobrine. do not fall into the pit becuase it is bottomless, its like falling through bedrock. now you must destroy herobrine's hands, each with it's own health bar. once destroyed the creature climbs up more, like a centipede climbing a wall, and there are even more arms. you must climb the cliffside again and destroy its 4 new hands. once destroyed the creature tries to attack the player with bites. this brings the herobrine lure very close to the player, the player must destroy this lure. once destroyed hte creature falls back down into the pit.

    the loot from herobrine is an entire toolset. each tool is a god/cheat item. a sword that kills everything in one hit. a pickaxe that destroyes everything like a creative mode punch but gives the block to the player\
    etc
    Posted in: Requests / Ideas For Mods
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    posted a message on MINECRAFT DND MOD GREAT GAME OVERHAWL NEED CODERS
    Quote from flamedance58

    If you read the post you'll see that this is more of a "Join the team to MAKE the mod", it probably hasn't even been started on code wise as their probably waiting to flesh out the planning of it.

    =========

    I assume that means damage will all be dice based? Like if I use a sword then it'll be 1d6 + (Material Bonus) + (Other Bonuses)?

    If so you have a lot of coding ahead of you guys.

    Big props and I hope this goes through as it'd be one hell of a mod to look at :D


    um... i dont know how the combat system will work, I dont want it to be to advanced to lack fun, but I dont want it to be so low of quality which... lacks fun =/

    i think i'm just going to have it do the damage of the weapon you have, and a randomized code of a bit more or a bit less every few hits? idk its in beta PLANNING so.... yea...
    Posted in: Mods Discussion
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    posted a message on MINECRAFT DND MOD GREAT GAME OVERHAWL NEED CODERS
    DevouringOne- epic looking, maybe i knew about it, as i said it sounds like a boss monster
    Mia777123- You can Beta Test when it is out (who the hell knows when though...)
    Posted in: Mods Discussion
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    posted a message on Day-Z : Minecraft
    hey look man as long as you put up the download soon i can hardcore make you 40 zombie textures in 3 days
    email me, i wont start working until you do
    [email protected]
    Posted in: WIP Mods
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    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    this looks epic and i would like to help create models and texturing
    email me
    [email protected]
    Posted in: Minecraft Mods
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    posted a message on DrZhark's Mo' Creatures (mod suggestion thread)
    mammoth + essence of undead= skelletol mammoth

    mammoth + essence of darkness= the big elephont things from lord of the rings
    Posted in: Mods Discussion
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    posted a message on [1.4.5] ~ How to Make a Mod Tutorials! Beginner to Advanced! All updated! ~ [Videos] [Souce Code]
    i'm responding to this forums so that i can find it again once i move to my pc

    ignore this :SSSS:
    Posted in: Tutorials
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    posted a message on Mrsal511's Modding Tutorials (With Video)
    i'm on an updated mac



    or an outdated pc
    Posted in: Tutorials
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    posted a message on Techne for Mac
    i would like techne for mac to sry for having no answers
    Posted in: Mods Discussion
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    posted a message on [WIP] [1.6.4] The Avatar Mod | A New Dimension (Based off of the Movie Avatar) | Beta Download Available
    SWEET I'VE BEEN WAITING FOR A MOD LIKE THIS,

    if you need help with anything (exept coding, sry) just ask!
    Posted in: WIP Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    MODDERS OF MOCREATURES, I AM A BEGINING MODER AND I DONT KNOW HOW TO CODE, BUT I WOULD LIKE TO HELP CREATE MODELS FOR MORE CREATURES SO THAT IT CAN CONTINUE TO GROW WITH IT'S AWESOMENESS AND AMOUNT OF ANIMALS, YOU MAY NEVER READ THIS AND THATS MOST LIKELY THAT YOU NEVER WILL BUT I AM VERY GOOD WITH TECHNE AND WOULD LIKE TO HELP, I HOPE ONE DAY YOU CAN GET BACK TO ME WITH A YES OR NOOMFG 2191 PAGES???? yea you'll never get back to me will you....
    Posted in: Minecraft Mods
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    posted a message on DrZhark's Mo' Creatures (mod suggestion thread)
    i've got allot of new ideas for the mod, BTW I AM A MODER AND WOULD LIKE TO HELP MODELING PLZ LET ME IN I KNOW HOW TO USE TECHNE

    main idea:
    youve updated bears, werewolves, horses, boars, and scorpians, now its time to update cats, make them belivably as cats, i'de love to "remake" my own cats into the game

    secondmain
    mo creatures should ad its own world, a giant, (not like the ned giant but reaaaaly massive) floating island where only morecreatures mobs can spawn

    reals

    pray mantis (drops cookable mantis legs to eat)
    Scarabs
    sea horses
    wales (drop wale fat/meat thats edible or can make wale torches
    girrafes, spawn in plains drop girrafe hife
    apes (befriendable)
    monkeys(tamable)
    baboons
    bison (like cows, spawn in desert/plains)
    beavers (drop beaver meat/tails and can cut down trees/block rivers)
    Cheetahs
    Chinchillas
    Llamas
    salamanders
    Manatees
    cammels (rideable/tamable)


    unreals

    dinasours (many kinds some tamable some rideable)
    giant rideable sea horses (1-5 varients)
    rideable tamable breedable griffons (many varients like horses)
    mummies
    more kinds of ogres (swamp, mountain, plains, water, (ender ogre omg !!!!)
    demons
    cool dragons crossbreedable tamable like the horse breeding system, like really make awesome many kinds of dragons...
    Anubis Soldiors
    other egyption god things
    gnolls (dog people, not werewolves come out in day)
    Lava Monsters (lol)
    The Easter Bunny (when killed he drops eggs that can be oppened, when oppned the give a random ore/hide/ piece to make armor or tools)

    LAST OF ALL: make some more animals tamable

    you may want to look the following up because you might not know what they are, when mnecraft updates to 2.0 you should come out with a big dino/monster update in celebration that adds the following, (they are from Walking with dinosaurs/walking with monsters, nature documentaries)

    Allosaurus
    Hynerpeton
    Proterogyrinus
    Crassigyrinus
    Seymouria
    Labyrinthodont
    Koolasuchus
    Anomalocaris
    Apatosaurus
    Arthropleura (giant centepede)
    Brachiosaurus
    Brontoscorpio (giant underwater scorpian)
    Cephalaspis
    Chasmatosaur
    Coelophysis
    Crocodilians
    Diictodon
    Dimetrodon
    Diplodocus
    Giant Dragonfly (many color varients)
    Edaphosaurus
    Euparkeria
    Cambrian Period Hiakouichtys
    Cephalaspis
    Ordovician
    Bothriolepis
    Stethacanthus
    Hybodus
    Megalodon
    Dunkleosteus
    Leedsichthys
    Xiphactinus
    Hyneria
    Gorgonopsid
    and more! i cant think of any more.......
    Posted in: Mods Discussion
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    posted a message on MINECRAFT DND MOD GREAT GAME OVERHAWL NEED CODERS
    IMPORTANT:
    :steve_rage: WANT TO MAKE THIS SERVER AND LAN COMPATIBLE, MOSTLY LAN BECAUSE I WANT TO PLAY THIS WITH MY FRIENDS, LETS MAKE THIS VERY VERY CLEAR, LAN COMPATIBLE, LAN COMPATIBLE, LAN COMPATIBLE OK?!?!?! lol we'd all be a different race it'd be awesome I DONT CARE ABOUT SEVER MUCH, BUT LAN GOD FCN COMPATIBLE OK?!?! LAN COMPATIBLE!! TO MAKE THIS





    LAN/SERVER COMPATIBLE WE NEED TO MAKE IT SO WHEN PEOPLE JOIN THE LAN/SERVER THEY GET THE BOOK GUI TO :steve_rage:
    Posted in: Mods Discussion
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    posted a message on MINECRAFT DND MOD GREAT GAME OVERHAWL NEED CODERS
    ok i think i have ideas for your guyses jobs, first each of you will obviously be beta testers...

    Xtrablast will be a coder

    nugget123456789 will be a coder, unless he cant, and if in that case he cant be a coder he will help me in texturing mobs

    dman8986 i dont suppose you can be a coder can you? if you cant, youll help me in texturing items and blocks

    next person to join will be a coder and/or an armor texturererererer.... but i can texture on my own

    I CAN TEXTURE ON MY OWN, I REALLY REALLY CAN, I JUST NEED CODERS :steve_sillyface:
    Posted in: Mods Discussion
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