• 0

    posted a message on More Player Models 2 (Adds a character creation screen, animations and more)
    Quote from Eksynn»

    is it not possible to use outer skin layers with this mod? it's messing up my character completely lol

    the edits appear to work, but the outer layer just faces forwards, just scrunching up.. as if it's all just moving to the torso of the character

    the head stays in the head, but always facing forwards too


    i should also report that i'm using the 1.12 version in 1.12.2, since it's not out for 1.13.2 / 1.14 yet




    I use the outer layers for small fins jutting out of the arms and legs, as well as for ear frills and messy hair, and they function just fine. Something else is likely the cause of your problem.

    Posted in: Minecraft Mods
  • 0

    posted a message on Building Bricks - A mod about building blocks and building tools.

    I can't seem to get the /material command to work. How do you use it? I tried looking through the files on github, but I couldn't find the proper arguments for the command. The command doesn't even show up if I type /help, either. Noir does /help material d anything. Please help me! There are some blocks from Railcraft that used to have stairs, slabs, and walls but no longer do, and I was hoping to use the /material command to add them myself (as well as blocks from simple upgrades, base metals, modern metals, and tinkers' construct), but I can't add them! (I'd create the .json files manually, but I can't find the hardness and resistance of those blocks anywhere.)

    Posted in: Minecraft Mods
  • 1

    posted a message on Custom NPCs
    Quote from daottoad»



    Ok - I improved this a little (broadcast does work) But for your homework you will need to determine after the hand is not empty(null) but before the custom name is checked as to weather or not the player is holding a wrong key item (then say somethng). There are a lot of of brackets (braces?) ie {} which have to control the logic when you add a new if.
    the API http://www.kodevelopment.nl/customnpcs/api/1.10.2/




    function init(event) {
    event.block.setBlockModel("minecraft:birch_door");
    }

    function interact(event) {
    if (event.player.getMainhandItem() != null) {
    if (event.player.getMainhandItem().getDisplayName() == "The key") {
    if ( event.block.getStoreddata().get("door") == 0) {
    event.block.setOpen(true);
    event.block.world.broadcast("close");
    event.block.getStoreddata().put("door",1);
    } else {
    event.block.setOpen(false);
    event.block.world.broadcast("open");
    event.block.getStoreddata().put("door",0);
    }
    } else {
    event.setCanceled(true);
    event.block.world.broadcast("wrong");
    }
    } else {
    event.setCanceled(true);
    event.block.world.broadcast("nothing");
    }
    }


    Yes! I got it to work! Here's the working script:



    function init(event) {
    event.block.setBlockModel("minecraft:birch_door");
    }

    function interact(event) {
    if (event.player.getMainhandItem() != null) {
    if (event.player.getMainhandItem().getItemName() == "Key") {
    if (event.player.getMainhandItem().getDisplayName() != "The Key") {
    event.setCanceled(true);
    event.block.world.broadcast("wrong");
    } else {
    if (event.block.getStoreddata().get("door") == 0) {
    event.block.setOpen(true);
    event.block.world.broadcast("close");
    event.block.getStoreddata().put("door",1);
    } else {
    event.block.setOpen(false);
    event.block.world.broadcast("open");
    event.block.getStoreddata().put("door",0);
    }
    }
    } else {
    event.setCanceled(true);
    event.block.world.broadcast("nothing");
    }
    }
    }

    I plan on adding more stuff to it later (such as indestructability), but for now, that's a really good start.



    Now, as for the class system idea for my map, do you think you could help me out? Maybe through pms? I'd be sure to credit you for your help with the map if you do.

    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Quote from daottoad»

    some ofthe names have changed - not getHeldItem now its getMainhandItem


    var toggle;
    function init(event) {
    event.block.setBlockModel("minecraft:birch_door");
    }

    function interact(event) {
    if (event.player.getMainhandItem() != null) {
    if (event.player.getMainhandItem().getDisplayName() == "The key") {
    if (toggle == 0) {
    toggle = 1;
    event.block.setOpen(true);
    } else {
    toggle = 0;
    event.block.setOpen(false);
    }
    } else {
    event.setCanceled(true);
    }
    } else {
    event.setCanceled(true);
    }
    }


    The new scripting explained - 1.10



    Well, that worked well enough. Now how do I go about getting the chat to inform you that you need a key if you use the wrong item or an empty hand? (And, if possible, how would I add a special message for when the player uses a key that's for a different door? Such as "That key doesn't go to this door," or something like that.)

    I already tried using the "world broadcast" function mentioned in the video for it, but it didn't seem to work.


    On a different note, I plan on having my map require each player to choose a class at the beginning. Most classes will specialize in one certain melee weapon type, while others will either specialize in a type of ranged weapon or in some kind of support task. This will take a lot of scripting, but the first thing I need is some way to have each player select a class and have the game remember it for the rest of the map (for things like growing in weapon proficiency for their specialized weapon or gaining class experience (which will be separate from xp used for enchanting) to enhance their class' special abilities).

    Sone class examples I already have are Mariner (uses tridents, takes longer to drown, movement is less impeded in water, etc.), Paladin (uses broadswords, wearing armor provides greater damage reduction than normal, shields take longer to break, etc.), Thief (uses daggers, may get free items each time they strike an enemy, etc.), Mage (uses staves, can use the elemental spell items to enhance their attacks (fire spell sets foes on fire, ice spell slows enemies and does greater damage to fire-based enemies and ender mobs (Endermen don't teleport to dodge—if possible—I think the "Enderference" potion effect from Tinkers' Construct could make that possible), holy spell does greater damage to undead and a certain faction I'm adding that is pure evil, lightning spell makes lightning strike the target, nature spell poisons foes, dark spell withers targets, as for the arcane spell, I have to idea what it would do), etc.), Ranger (uses bows, no ideas for abilities yet), Gunner (uses guns, shots are more accurate than for others (as in, they don't stray away from the targeting crosshair as much as they normally do), etc.), and Medic (can use certain items to either restore health to allies or heal all negative potion effects, etc.). I still need classes for the spear, halberd, battle axe, warhammer, mace, scythe, and glaive, as well as two more classes (possibly more support classes) so I can have the starting equipment for each class have a suit of leather armor dyed to match the color of the class.

    If anyone has ides that could help, I'd love to hear them!


    Also, what happened to the special model for the skirt armors? Why did they change to look just like the leggings of the same materials? I was hoping to impose a rule for my map that anyone playing as a girl had to equip the skirts instead of the leggings (except for the armor sets that have no skirt equivalent, of course). I mean, More Player Models 2 has a skirt as an option for player models, and Noppes made that mod, too! Can't he just use the same shape as that model for the skirt armors?

    Posted in: Minecraft Mods
  • 0

    posted a message on Loot++ - The Addon Update! Now with the ability to create addons without messing with config files or resource packs!

    Any news on the successor mod for 1.9+? I'm not asking for an eta or something like that. More along the lines of how far along are you with it? Is there a github page where we can look at the progress? (For those who may not understand what I'm saying, I'm not requesting an update of Loot++. I'm perfectly aware that there's going to be a successor mod instead. I'm asking about the progress for that mod.)

    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Quote from daottoad»

    will have to edit name of door(minecraft:birch_door) & key (the key)

    var toggle;
    function init(event) {
     event.block.setBlockModel("minecraft:birch_door");
    }
    
    function interact(event) {
     if (event.player.getHeldItem() != null) {
      if (event.player.getHeldItem().getDisplayName() == "The key") {
       if (toggle == 0) {
        toggle = 1;
        event.block.setOpen(true);
       } else {
        toggle = 0;
        event.block.setOpen(false);
       }
      } else {
       event.setCanceled(true);
      }
     } else  {
       event.setCanceled(true);
      }
    }
     








    Sorry it took me so long to see your post and respond, daottoad. Real life got in the way (I hate when that happens). Anyway, thanks for the updated script. But it needs one more thing: I said that I wanted the door to send a message in the chat telling the player they needed a key for the door if they tried to open the door without the correct item in hand. I used to know how, but with the changes in the scripting system, I don't even know what the command is anymore Let alone where to put it.


    EDIT: I'm now using the 1.10.2 version.


    EDIT 2: I tried using the new script as is, but it had no effect on the door. Its appearance didn't change and I could still open it with a normal right-click. Also, what's the "settings" tab in the scripting gui for? I can't seem to do anything there at all. I'd also like to make the door impossible to break with any tool, and make it explosion-proof. I've heard that you can do those now, but I don't know how.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mine Little Brony 1.7.10 (Test Build)

    So, any news on if the mod will be on curse soon? Equity managed to obtain permission back in October. Has anything else come up to cause further delays?

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Mine Little Brony 1.7.10 (Test Build)

    So, the 23rd has come and gone, and the mod isn't officially out yet. Is it okay to ask what the holdup is? Waiting is much easier when I know why I must wait.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Custom Projectile and Rendering

    Thanks for the info. It doesn't matter that it wasn't much. Even a little is better than none at all.


    I'll be sure to check the class files you recommended, and I think I'll also try submitting my questions to the Modification Development section, as per your suggestion. Thanks for pointing me in the right direction. I know it'll take a while, but I'm certain it'll be worth the trouble since there a sizeable amount of people in the forum thread I mentioned before.


    Finally, thanks for the good wishes. People wishing me good luck actually is something I actually like, for it means they believe in me. So, thanks. I'll be sure to give it my all!

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Custom Projectile and Rendering

    I have a problem. I've been trying to make a throwable tridents mod (I was intrigued when I ran across a thread a while back with people wanting tridents in Minecraft, so I decided to oblige them). I'm currently still using 1.7.10 because an old favorite mod resurfaced, but it's being made for 1.7.10 first before being updated.


    I want to know if there's a way to make the mod in a way that won't require too much change each time I update to the next version of Minecraft in keeping up with this old favorite.


    Also, I've been using a few other mods as references up until now, but now that I've found this tutorial, I think I should start my work over.


    Now, another problem is that I don't want the trident to disappear on impact, but instead either stick in the ground/wall/ceiling when it hits a block (like an arrow does) or bounce off of mobs after hitting them, then stick in the ground straight down. I also need the correct amount of rotation in the initial rotation of the trident to allow the prongs to point straight forward after being thrown, kind of like an arrow. The textures for the tridents all point to the upper left instead of the upper right so that they stab when swung instead of slashing like a sword, so I don't know what to do with the rotation.


    I also need the tridents to consume 1 durability with each throw, whether they hit an enemy or not. I also need them to be able to be picked up by right-clicking them if they get stuck in a block, but be unable to be picked up by anyone but the thrower in that state. The tomawaks mod has a similar guard function, so i think I can look there, but it has the tomahawk flip over and over in the air, so using it for the spin is out of the question.


    Since I intend for them to be able to stab, I also need them to lose 1 durability upon hitting a mob with a stab.


    If you can help with any of this at all, I'd greatly appreciate it, for I'm java illiterate (mostly. I'm learning some of the coding language, but it's mostly trial and error for me right now. That, and some cutting and pasting).

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Mine Little Brony 1.7.10 (Test Build)

    I would like to suggest using "registerMobEntity" instead of "registerGlobalEntityID". There are quite a few bugs with that traditional method, even in Minecraft itself, while "registerMobEntity" allows a player to combine more mods without having to worry about entities with an id past 127 becoming glitched. I tried using Orespawn, and all the ponies vanished into thin air. I could still hear the sounds of them moving, but that was it.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Mine Little Brony 1.7.10 (Test Build)

    I plan to make a (new) page for the mod and release a more stable/proper build of the mod on the coming 23rd of October -- that date marks the two year anniversary of when Teotoo (the mod's original author) last visited these forums. I'll be using Curse to host the mod's file(s) at that point for easy installation and such.

    Since the last share, I've done the following already. I'm still working on more, though.


    • Fixed inter-dependency spelling inconsistencies between the various modules - the game will now actually start up correctly on its own... sorry for that.
    • Fixed Apple Pie block missing its textures.
    • Apple Pie is now considered a derivative of cake - will make it play better with other mods that tweak how cake functions or is interacted with.
    • Determined that tamed ponies did follow their tamer, but at a near non-existent speed...
      • Increased speed of all ponies. Some ponies are now too fast, though... at least tamed ponies will noticeably move now. (Most will generally keep up with the player now, though some [namely most of the mane six] will just about run circles around the player in impatience. I'll fix this later so that the difference in speed isn't quite as striking.)
    • Made pony quests not reset when reloading their entities (such as when reloading a world).
    • Rewrote pony interaction code to be more modular. A future update will likely add configuration options to enable/disable each modularized portion of each type of pony's interaction logic.
    • Made ponies stronger in various ways...
      • Changelings try to blend in slightly more when disguised, and will run from and avoid guards further/longer than before
      • Guard ponies now chase targets longer and from/to further away.
      • Winged ponies (non-changeling) take 2/3 damage from explosion-based attacks.
      • Horned ponies (non-changeling) take 2/3 damage from magic-based attacks.
      • Princess Celestia, Princess Luna, and guard ponies take 2/3 damage from all sources. This is after/in-addition-to the roughly 1/2 damage from many sources that guards already had, and is on top of the other 2/3 damage multipliers above (if applicable). This is to make the princesses and their guards more durable/formidable (and for the princesses, more god-like).
      • It should be noted that both Princess Celestia and Princess Luna still have less health when tamed compared to when not tamed. I believe the logic behind this is that they are no longer focused on themselves as free ponies, and are now following their tamer/owner/master's will. This is why I added the 2/3 damage multiplier for them, which is applied whether tamed or not. Their tamed maximum health is still the same as all other tamed ponies (which is an increase for everypony else). Guards cannot be tamed.
      • I may change some of these things in the future if they feel wrong.
    • Ponies now perform different parts of their AI at different movement speeds. For example, they now move significantly faster when running around in a blind panic than when moseying away from a hostile mob that's a decent distance away.
    • Fluttershy(s) now harvest flowers from further away (now harvests in a 3x3x3 box, rather than a 1x1x1), to make it more noticeable.
    • Optimized many ponies naming, as well as AppleJack's renaming from Poison Joke.
    • Made all ponies print their name in chat when "talking", and made that name colored consistently. (it wasn't always printed, and it used to sometimes be colored and other times non-colored. name is now always there and color is now consistent.)
    • Corn is now considered a reed-like crop rather than a wheat-like crop. This is for future compatibility with The Seasons Mod. Both mods will need further changes for everything to work as it should, however.
    • Fixed the Gem Axe and Gem Pickaxe, other than experience drop and the Gem Axe's tree felling capability. Drops from blocks that are intended to be mined by that given tool are added directly to the player's inventory on block break, and are added in smelted form for the Gem Pickaxe. Drops that don't fit in the inventory are dropped at the player's feet. The Gem Sword still does not have it's flame-inducing properties.
    • Removed two item duplication bugs.
    • Removed more no-longer-applicable configuration settings.
    • Fixed the bug where most of the mod's planks have no texture or the wrong texture.
    • Fixed the bug where the game would crash when looking at certain kinds of Flooring blocks/items.
    • Fixed the bug where things adjacent to the mod's leaves (like the mod's logs) would not be rendered through said leaves when in fancy rendering mode.

    I have been known to do private, no-share test/sample builds via PM on occasion...



    I would take you up on that offer, but until the farm bug is completely fixed, I'm going to wait for now. After all, if the game crashes every time a pony house or a testificate village would render, it means I can't really play the way i want to. After all, The only way to disable villages is to turn off structure generation, but that also gets rid of strongholds, so I can't go to The End, either. I'm going to wait to ask for a test build until I know the farm bug won't crash my game and brick the world I'm playing.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Mine Little Brony 1.7.10 (Test Build)
    Quote from Equityx6»

    A forum for the mod will be made eventually, though it may be a little while. Just got to be patient is all.

    Okay. That's fine. I can wait.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Custom NPCs

    Okay, I've got things working, but I've got some stuff to report, as well as some script requests.


    First off, whenever I leave the map and come back later to continue editing it, everything that can face in various directions all get repositioned to face north. I was trying to have the starting house have a table with five chairs facing east and five facing west, but they keep changing to all face north, which is getting annoying.


    As for my first script request, I had an old script from a while back that could be used to lock a scripted door. It no longer works, but there've been quite a few updates since I last used it. I need the door to change appearance to match the redwood door from Biomes O Plenty, tell you that you need a key to open it if you right-click it with anything but the required key in your hand, and not take the key when you right-click it with the key, possibly even require a key of a specific name, such as a key that's been renamed "storage key", or something like that.


    As for my second request, I'd like to know if it'd be possible to make players grow more efficient with weapons they use a lot, such as if I continue using tridents over and over, I'd get better at using them, dealing more damage. I'd also like to know if I can make daggers into a kind of stealing weapon, where the first time an enemy is hit with a dagger, the one who struck the blow gets a free item directly in their inventory. I was considering a class system, but I don't know what abilitesI'd give each class; if I could even do such a thing at all.


    EDIT: Just found another issue: placing a big sign crashes the game and breaks the world being played. I lost twelve hours of progress in making a world because I tried to place one.

    Posted in: Minecraft Mods
  • 1

    posted a message on Custom NPCs

    Well, I figured out why mine wasn't working. I couldn't use it with Optifine or the latest Forge. I had to go back to the most recent recommended Forge, instead.

    Posted in: Minecraft Mods
  • To post a comment, please .