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    posted a message on Vampirism - Become a vampire!
    Quote from JackyTEM»

    make a version for 1.8


    Not gonna happen
    Posted in: Minecraft Mods
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    posted a message on Vampirism - Become a vampire!

    Hey, I have a suggestion. So I'm playing vampire, I live in my village, and I want some vampiric minions, so I bite some villagers aannd... it died. I think there should be a conversion skill to make it so that unless you use it, you won't convert, but if you do, it will always convert. I also think things you convert should perhaps protect you?


    Also a config option to remove level cap would be cool

    Posted in: Minecraft Mods
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    posted a message on Vampirism - Become a vampire!
    Quote from maxanier»

    Thank you for these suggestions, they sound reasonable. And I've already started implementing most of them.




    Senpai noticed me
    Posted in: Minecraft Mods
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    posted a message on Vampirism - Become a vampire!
    Quote from maxanier»

    Still working on holy water, but I need some suggestions.

    Currently there are three tiers of "purity" of holy water. They can be converted to splash bottles and deal instant damage to vampires.

    You can trade with a priest villager to get them or the main ingredient holy salt.

    But I'm not sure how they should be crafted, and if there should be any hunter skills required.


    My current idea is, that everyone can craft the basic potion, if he got holy salt (by trading or looting), but the second tier, requires a hunter skill, while the third can only be found. There also could be a skill, to be able to create holy salt yourself.


    What do you think? And where to craft these things and anything else the holy water could be used to?





    Well holy water can be used to maybe craft it with a weapon and then the first attack it makes applies holy water to whatever it hit (one-time use),usable on crossbows, bows, tools, and weapons. I think it should be crafted by finding a holy book altar(The ones that cure vampires), and left-click with a bottle of salt water. You would get salt water by getting holy salt and crafting it with a bottle of water, and if your not a hunter it's tier one, if you ARE a hunter with the "Holy Water Skill" any holy water you make will become tier two. I like the idea of having tier three be find only, for balancing. I think if you add making holy salt an ability, you should make holy salt a bit expensive, not super expensive,just enough not to build up a big bulk. If you have holy salt just be found (Like in chests) make it fairly common. If you want to make it mine-able, make it like diamond.

    Onto the damage, I don't have many numbers in mind, but it should be something like this
    Throw a tier one at me, "ow"! (Basic damage)
    Throw a tier two at me, "What the **** man?!" (Some decent damage)
    Throw a tier three at me, "You're trying to kill me!"(A lot of damage,not enough to kill though, unless they are low level)

    Thanks for reading!


    Edit:I think holy water should damage undead, plus revealing disguised vampires.

    Posted in: Minecraft Mods
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    posted a message on Vampirism - Become a vampire!

    Do you think necromancy would be added? I think it should have its own tree to stop players from having strong undead and being an op vampire,also will there be more levels?

    Posted in: Minecraft Mods
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    posted a message on Vampirism - Become a vampire!
    Quote from Zorin123»

    I still think that vampires shouldn't be able to be permanently killed by regular means, but there would be a lot of things that could still kill them normally: sun damage, water damage (unless you have that perk you mentioned), fire, holy water, and silver.


    Vampires would be able to be killed normally if under the influence of garlic, or if they are in the sun at all.


    Being a newborn vampire with immortality would be a bit over the top, so vampires should only attain this immunity to basic death when they reach level 5. this way you would have needed to have a functioning altar of inspiration first.


    A vampire that is immune to fire would be rather strange, but I do think it's important that there are more styles of play implemented.


    When a vampire is taken down by regular means, they should be "dead" for maybe 20 seconds, then for 10 seconds after that they have nausea and slowness. This way a player that doesn't have the means to kill a vampire could still have plenty of time to run and hide (and prey that the vampire doesn't have blood vision)


    Side note: I really like the new blood vision effect, props for that.


    I think it should be like this too just perhaps a higher level 8-10?
    Posted in: Minecraft Mods
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    posted a message on Vampirism - Become a vampire!
    Quote from maxanier»

    While thinking about a new "tank" style armor, I came up with the idea of an armor which gives a lot of protection, but makes the wearer pretty vulnerable to fire.


    And while contemplating this, I also thought about vampires and fire/water again.

    There were quite a few suggestions about aggressive fire skills. Since there also are different opinions on whether fire harms vampires or not (same as wanter), I have three different suggestions (holy water has nothing to do with this and will be implemented at some point):


    1. Each of the three vampire skill subtrees will start with a specific (partial) immunity, the left branch with fire immunity (maybe split up into two skills, first 50%, second 100%, lava will still hurt), middle branch with (the already existent) temporary sun immunity and the right one with the ability to breathe underwater (alternatively water could hurt any vampire [as of level 1] unless they have this skill).


    2. The third skillnode (level 3) allows the player to choose between fire and water immunity. You will be still able to choose attacking fire skills if you choose the water side, but you will hurt yourself a little bit.


    3. Vampires won't get any fire based aggressive attacks (but other ones) and become more vulnerable to fire, so hunters could get alchemy/fire based skills/weapons. But vampires will get a skill to breathe underwater (alternatively water could hurt any vampire [as of level 1] unless they have this skill).

    When choosing this path, vampire probably would not receive any damage from garlic, but rather be somehow disoriented.

    This would mean hunters can mainly attack vampires using stakes, fire and (in the future) silver.

    Vampires however would have a lot of health, teleport and other skills as well as strong close range attacks (bites or claws) and some kind of (more "magic") long range attack.


    Idea 3 is mostly based on suggestions from EpicCreeperHD


    Number One sounds nice if magic used by vampires still exists,but 2 also sounds nice
    Posted in: Minecraft Mods
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    posted a message on Vampirism - Become a vampire!
    Quote from Zorin123»

    This is the only mod where I actively follow development


    Me too
    Posted in: Minecraft Mods
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    posted a message on Vampirism - Become a vampire!

    Ah nice to see the mod get here

    And its very nice that you did it on halloween huh?

    Posted in: Minecraft Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD

    Its supposed to be like that wait for it to run out

    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD
    Quote from smashbro596»

    ok. castlevania is one of the best-known examples of a vampire game. I mean, castlevania's dracula is kinda one of the most baddass vampires ever. I was hoping this mod could create a branch focused solely on being a vampire like dracula from castlevania. i mean... vampirism never had any DIRECT or RANGED attacks.

    introducing the new playable race: Dracula vampires!


    what is special about this version of the vampire is, instead of injecting yourself with blood, you have to become a vessal for dracula's spirit. right-clicking yourself with a new item called "soul of dracula" will instantly change your appearence (give you glowing red eyes). the advantage of being a dracula vampire is that you are now a baddass in magical abilities. being dracula introduces an mp bar, which drains as you use the powers (can be made infinite if in creative mode) be warned: your path is linear and your weakness to holy weapons and sunlight is doubled. now for the powers. (in order of obtaining, yes the level cap should be raised)

    form of bat - like the bat form from the main mod, but larger, and black with crimson eyes. level 2 gives the bat the ability to spit weak fireballs.

    teleportation - the ability to disappear in a flash of light and reappear a certain distance away. useful for the new spells.

    hellfire - shoot out 3-5 fireballs at once, they spread out and cover a decent range, but they are rather weak.

    form of mist - slip past foes in a form of invincibilty. level 2 introduces a poisonous mist that does steady damage to foes so long as you cover them. (drains constantly/ toggleable.)

    flame piller - erect a flame pillar at a destination of your choosing, the fire lingers for sometime, and on;ly one may be used once. enemies caught here will be trapped until the fire pillar wears off.

    form of wolf - transform into a wolf and run at speeds faster than your humanoid form. level 2 enables you to damage foes on contact while sprinting in this form

    dark inferno - a single, strong fireball that deals great damage to foes.

    form of dark lord - transform into draculas 2nd form in most games. http://vignette1.wikia.nocookie.net/castlevania/images/8/82/Sotn-predrac2.gif/revision/latest?cb=20080808152337. you move by hopping, and you get to pull off attacks like spitting several small balls of fire, summoning larvae, and firing off energy balls. drains mp. toggleable.

    demonic meggado - the final and ultimate power of dracula. summon a masive explosion that decimates within a 20 block radius. leaving an entire area as a crater. this is extremely expensive, and has a high cooldown rate. but is potentially a highly destructive spell. fun for griefers.


    in order to level, on top of draining blood you must also gather souls from fallen enemies. any mob you kill, whether friend or foe will have a chance of dropping their soul, which acts as exp. gaining enough souls on top of blood will allow you to reach higher levels of power.



    Sounds interesting,but could use a few tweaks


    Combined Post


    Oh max,will there ever be a form of necromancy involved with vampirism? Like perhaps its own branch in the skill tree?I think having it beside the other perks would help balance it in the way that you cant be a powerful vampire AND have strong undead.

    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD
    Quote from smashbro596»

    any way we can change the level cap? i kinda wanna get a vampire with everything on it...


    Yeah we need a creative item to bypass level limit
    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD
    Quote from Zorin123»


    I think vampires are a little underwhelming at the moment, which is the problem. I love the idea but there just isn't a very good reason to become one. But, becoming a vampire is a little on the easy side in this mod so I propose that if this were to be added, you could only avoid death at level 5 and beyond. A level 1 vampire that doesn't have any effects in the sunlight that could only be killed by certain things would be overpowered. After level 5, you could only be killed by the following: holy water, fire, lava, vampire hunter weapons, sunlight damage, instant health potions (instant harming should heal), and blessed wooden items. Regular wooden items shouldn't be able to fully kill a vampire, but it could greatly increase the time before the vampire could move again after dying.


    EDIT: Also, that is from a wiki for a plugin, not this mod. I don't know if a certain server uses both for some reason but tell me if it does.


    Exactly what I'm saying
    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD
    Quote from Mati9S»

    Hey,

    You're doing great job here with this mod (you made me play Minecraft again :-D).

    I have a suggestion for new vampire ability. In many games/films vampires have something like 'combat form'. They grow long claws and are extremely fast. You added this as rage ability. But I think that vamps should also have 'claws' ability, that gives them new weapon. Maybe transformation-type ability (for high level vampires), which prevents them from using items (and weapons) and makes punch stronger and faster (with visible claws). What do you think about it?


    Sounds interesting to me
    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD

    I'm still right :P we use immortal in a different way for this and you know it.

    I know what you mean,just trying to make it easier to understand what I meant when I said "Only a few things should kill them"When I say that I mean the final hit shouldn't be done by normal attacks,poisons,falling,cactus,etc.

    You get what I mean right?
    Posted in: WIP Mods
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