• 1

    posted a message on Making the exact opposite of MCreator

    The exact opposite of mccreator is basically just an IDE like Eclipse or Idea not another 'do all the work for me' application.

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Is it illegal to modify a mod but NOT to upload it?

    Unless a lawyer who specializes in this sort of thing has poped up then no one simply knows, however if it is a long dead mod no one will probably care

    Posted in: Mods Discussion
  • 1

    posted a message on ANSSRPG - Open Source Player Progression. Build your own RPG! [Skills][Classes][Perks]

    What it is:


    ANSSRPG is a mod for Minecraft Forge that provides players, modpackers and server admins the ability to develop their own unique RPG system with player progression without any programming knowledge needed.

    Screenshots:



    How it works:


    ANSSRPG boils down to two fundamental concepts.
    Skills:


    Primarily used to award a player with experience for doing things. For example you can create a 'Mining' skill that provides players with experience for mining ores. For example Iron Ore for 5 experience and Diamond Ore for 50 experience. Skills follow a few preset types but can be combined to create compound skills. All skills have a failure state which allows progression to be handled via the mod (a 'digging' skill will not allow a player to mine a block).
    Perks:


    Perks come in two flavours: Unlocks and Effects.

    Unlock Perks allow failure states to be represented. If a perk if present and the player does not have it they will trigger the failure state, if they do have it however the failure state will not be triggered. If there are no unlock perks defined for 'x' then there will not be a failure state for it.

    Effect Perks allow for effects (potion effects at this time) to be applied to players among other things.
    [Config and usage guide]

    Downloads:

    Downloads can be found through CurseForge or Github releases.

    Modpacks:

    This mod is licensed under MIT so do what you want with it.

    How to report a issue or get help

    • Read the wiki and other resources for the mod.
    • Read: How to report a bug.
    • Using a service like Hastebin (no Dropbox) please upload:Any crash reports.
    • Console logs (both server.log and forge mod loader(fml) logs).
    • All Config files .
    • Create a github issue with the following information:

        Description of the issue:

    • Steps to reproduce it (How do I make this happen?):
    • Steps taken to resolve it (Did I fix it? If so, How?):
    • The uploaded logs from step 3.

    NOTE: If you're looking for help via IRC read this.

    After reading that, you can find me in #disconsented on the Espernet IRC.

    Posted in: Minecraft Mods
  • 1

    posted a message on Main Menu API - Custom Main Menu!

    Very cool, Have an upvote :)

    Posted in: Minecraft Mods
  • 1

    posted a message on A Not So Simple RPG - Open Source Player Progression (Build your own RPG)
    Quote from jon11888»

    Well, I'll give a few examples of systems I've seen that use both attributes and skills.


    The fallout SPECIAL system has strength, perception, endurance, charisma, intelligence, agility and luck. Each of these impact your starting levels in skills that are derived from one of these attributes while also influencing your base stats (Health points, special points, etc.).



    TES3:Morrowind has a really cool system(link: http://www.uesp.net/wiki/Morrowind:Skills). To paraphrase, it has seven attributes, 27 skills and three specializations. Depending on which ones you pick, the speed that your skills will level up, and which skills will increase your character level are set during character class selection(as well as creating a custom class.)



    One of the optional rulesets for D&D 2.5 had 6 attributes, each split into two sub catagories. Skills gain a modifier if their associated attribute, or sub attribute is above a certain level. They also determine a number of in game stats, such as health points, damage resistances, chance to hit modifiers, damage modifiers, just to name a few.


    Strength - (Muscle, Stamina)


    Dexterity - (Aim, Balance)


    Constitution - (Health, Fitness)


    Intelligence -(Reason, Knowledge)


    Wisdom - (Intuition, Willpower)
    Charisma - (Leadership, Appearance)



    Sorry for the wall of text there, just thought I'd give some neat examples of other systems that use attributes and skills.



    Now, what exactly is irc? I don't mean to sound like a total internet noob, but I'm not quite sure what that is...


    *edit* Nevermind, the infinite font of knowledge that is the Google search has revealed the answers to me.



    There are a couple of reason's why I haven't added them or have them within the design document. I have yet to figure out a way to integrate them within the mod in a way that allows for them to be user defined in the way that skills and perks are, in addition I do not feel like they are a good fit thematically within the mod.


    If you can come up with a good idea around this I am happy to discuss (and possibly implement) it :)

    Posted in: WIP Mods
  • 1

    posted a message on A Not So Simple RPG - Open Source Player Progression (Build your own RPG)
    Quote from jon11888»

    Nice to see that progress is still being made on this project. (I've long since abandoned my own mod attempts XD) I've got a question for you, is there any way to get information about the mod without using one of the testing versions firsthand? I'm mostly asking because I'm lazy, and am looking to get more info before going to the effort of relearning how to install minecraft mods. Your youtube video had some useful information about what is capable through this mod at present, but I'm wondering what else is possible with future versions. Namely, aside from passive limitations on crafting, fighting and block breaking, what else will be possible with the skills, perks, classes, and levels?


    I have few suggestions based on what I would most like to see in this mod.

    (Specifically taking advantage of the various potion effects available)


    Constant effect potion buffs.

    Having a skill level grants a certain strength of potion effect as a passive/constant effect. Higher levels correspond to higher potion effects, either per level, or in stages every few levels of a skill.

    For example: Athletics gives a constant speed boost with speed potion effect. higher levels give a higher effect strength.


    Toggle passive potion commands.

    Same idea as above, but the effect can be toggled on or off with a command.

    For example: using the "/athletics" command will toggle the above example's passive running buff on or off, just in case you don't need it at a given time.


    Command based temporary potion buffs.

    Have a temporary potion effect on the player whenever they use a command. Maybe have a cooldown until the command can be used again.

    For example: using the "/acrobatics" command will give you a temporary jump boost via potion effects. It has a cooldown that is reduced as the level increases, and the effect intensity/durration increase accordingly.


    Special/Critical attack potion effects.

    Passive chance for a player to cause a potion effect on a creature or player when they attack it.

    For example: Poisoner skill gives you a chance to inflict a poison potion effect on a target when striking it. chance to take effect, effect strength, and effect durration increase with skill increase.


    Toggle critical effect command

    Same as above, but the effect can be toggled on or off.

    For example: Assassin skill has the "/Critical" command, when active you have a chance to inflict the harm potion effect on a target when striking them, but it can be disabled as using it on undead would be counter productive.


    Single use effect command.

    The next attack will cause a given potion effect to the target. Command cooldowns on this one would make sense.

    For example: the Slayer skill allows the use of the "/Slay undead" command, that causes your next strike to cause a healing potion effect on the target, which would cause damage to undead creatures, but would otherwise be useless in combat.





    I just thought I'd mention the whole idea about potion effects. That allows for a lot of versatility in what each skill is capable of.


    I was more or less thinking of using potion effects as you described them (I also have it outlined on the wiki) with the possability of me creating a separate mod just to add more potion effects. I am not sure what information you where referring to, the mod has some documentation on the wiki but with everything being so tentative I decided its not worth working on that at the moment (especially considering how I only expect enthusiast's to be using this at the moment)

    Posted in: WIP Mods
  • 3

    posted a message on A Not So Simple RPG - Open Source Player Progression (Build your own RPG)

    ANSSRPG is a multiplayer safe mod for Minecraft Forge with support for the SpongeAPI. It allows user's to be able to create their own RPG experience complete with skills, levels, classes and perks!

    • Fully configurable!
      • Create compex skills!
      • Perks allow you to create progression, classes as well as abilitys!
      • Experience curves as you want them!
    • Server side only with a optional clientside mod for Graphical User Interfaces
      • Player status screen: See your Health, Saturation, Status effects in detail!
      • Skills screen: See your skills as well as your progress !
      • Perk screen: See the perks you have unlocked as well as unlock new perks!
    • Designed for modpacks and servers!
    • MIT licensed! Free to be used for almost anything!

    Links:
    Github
    Releases (Including test versions)
    Wiki
    Issue/Request tracker

    Posted in: WIP Mods
  • 1

    posted a message on ArrowProject | BUKKIT/SPIGOT/CAULDRON/SPOUT/SPONGE Alternate | Forums | Community | 20k+ lines of code | 1.8 RELEASE!
    So what advantages does this have over sponge?
    Posted in: WIP Mods
  • 2

    posted a message on Optifine 1.8 release??
    Quote from Shy_Migrain»
    Yes, ...hence the post. No need to be a condescending person, I asked a simple question for a simple response. I could go on entertaining the hooks you threw in your passive aggro response, yet I was only curious if I had missed/or if some knew of an optifine 1.8 update.

    Thanks for your response...Have some cake.. :D

    Thats not even close to condescending >_>
    Posted in: Mods Discussion
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