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Tallbrain123 posted a message on [Looking for modder(s)]DoppelcraftPosted in: Requests / Ideas For ModsYou've become a creeper, a spider, an enderman, and even looked like a zombie for a little bit because you changed your skin.So, why is there no mod that lets you become ANY mob?
Previous poll results:
Doppelgangers will just travel to wherever they're looking. It won out in the votes by 4. I hope the other system (limited time freezing) will be added, but not on by default.
Also, Doppelgangers should lose their power if they go too long without consuming, voters say.
Thanks to everyone who cast votes.
Before anyone states the obvious (again), yes, Player Modeler API does change your look and hitbox to the appropriate mob, but all mobs will attack you and you won't burn in sunlight, where applicable.
This is what I propose: A mod that lets you look like ANY mob, and act like them too.
I have given a large amount of thought to this, and my thoughts are below, in the spoiler.
Well, as a human, not much is special. Actually, nothing is special...at all. Seeing spiders climb your tallest wall, or
creepers demolish your best defense can ruin anyone's day. So, let's just say you began to see some monsters shapechange, morphing into whatever you couldn't handle at that moment. These are doppelgangers.
This mod would enable you to do become a doppelganger.
You start the same as any other player, but there are doppelgangers (new mob) around, who can look and act like sheep, zombies (even burning in daylight), silverfish, or any other mob, all within the same day. This would scare anyone, but they also drop a new item: doppelseeds. These cause a horrific sickness in the user, with the end result being a doppelganger.
The idea of a doppelseed is under development, as is the subsequent sickness. Thanks to SuperFire131, and quite a few others for doppelganger ideas.
"Enough story! How does this work?"
You will have levels for each mob type. E.G.: Spider level one, resistance to poison. Spider level max, a grapple type attack.
Being a doppelganger gives you use of a doppelclaw, instead of your normal hand. If this appendage delivers the final blow, the game pauses and allows you to consume in either a temporary mode, or a permanent mode.
Temporary means that you gain MAX level immediately for consuming it, but you can only have one temporary form at a time. (This idea isn't all-too-popular, so it may be thrown out)
Permanent means that you only gain one level, but you'll be able to switch back into that form even after consuming a
different mob.
(The whole idea of levels makes it so that users cannot easily become, for example, a ghast or an enderdragon.)
You'll always be able to shift into a different form, once you're a doppelganger. If you chose temporary earlier, that will
leave you with your mob choice, your original form, and any permanent forms you've accepted. If you chose permanent, you will gain a single level in the form of whatever creature you just consumed. This level is, well, permanent.
In creative mode, you will be unable to gain achievements, except for the first achievement for opening your inventory, and you'll automatically be a master at every form, assuming that it is possible.
There will be at least one SPECIAL button, that will, for example, make ghasts fire or make a creeper explode.
Passive abilities are things that you can do whether or not you're in disguise. These may range from moving faster to being
nearly indestructible.
To unlock and use a passive ability, you must become MAX level in both doppelgangers and the mob of choice.
EDIT: Doppelgangers will be somewhat uncommon, ideally spawningin small groupsalone, one at a time, at the edge of the chunk, and should be able to change into different mobs, whether it's to hide from or kill the player.
New idea thanks to:
Quote from R2Randy2
-snip-
But i suggest Adding info about chances of finding dopples, Making them as hard to find as Diamond. THAT would be cool.
The mod's creation has been started! Thanks to OliverGriffin, who is developing it by himself right now.
UPDATE: OliverGriffin is unable to continue work on the mod, for the time being. As stated in the title, we are actively seeking modders.
UPDATE 2: doctor82 has taken this mod up, restarting from scratch. Since it's still in its beginnings, though, any modders still interested can contact him.
I think that this means that this tread can be remade by him and put in WIP Mods.
Levels
(note: levels only apply while you are in that form.)
Doppelgangers
Yes, you can gain levels by consuming doppelgangers.
Level 1 = You can see doppelgangers for what they are, even if they're in disguise.
Level 2 = Other doppelgangers will be unable to see you if you're in a disguise.
Level 3 = You gain health and get fed when you consume creatures.
Level 4 = Other doppelgangers will not attack you, even if they notice you.
Level MAX = Other doppelgangers will help you if they notice you and you gain the capability of passive abilities.
Here's a new concept picture thanks to SuperFire131:
Spiders
Spiders are the trap components of a doppelganger's army. Their web and poison can wear down small numbers of even the most resilient adventurers.
Level 1 = You are inherently immune to poison, but fire lasts longer and hurts more.
Level 2 = You can move faster with no obvious changes to your body.
Level 3 = You are now visibly part-spider, but only part-spider. Spiders and Iron Golems alike will attack you. Your
inventory suffers, too, and you can hold 9 fewer items.
Level 4 = You can climb the flattest wall, if with a little difficulty.
Level 5 = You can now move with ease through webbing. You have become twice as resilient to fall damage.
Level 6 = You are mostly spider now. Spiders and most monsters will leave you alone, but Iron Golems will attack you. This
also means that you can crawl into shorter tunnels.
Level 7 = You can now climb sheer cliff faces without slowing down at all, and are immune to fall damage. You also move much faster than normal.
Level 8 = You can lunge if you attack while walking, and you now poison your opponents. You can lay an infinite supply of
webbing, by left-clicking while holding nothing.
Level 9 = Spiders will recognize you as their leader, and follow you, much like wolves. They will forgive you if you attack
them, but not forever. You can also choose to become a smaller and faster cave spider, also increasing your poison effects.
Level MAX = You can grapple onto your opponents, draining their life to fill your hunger. If programmable, you might be able to place mobs into cocoons for later consumption. Any kill performed this way allows you to
consume your foe, as if you had used the doppelclaw. You can also (if programmable) walk flat against any surface, including ceilings, using the jump button to disengage the surface. This means that you can crawl into oddly-shaped crevices, and, as a cave spider, into even 1x1 tunnels.
Spider Passive ability = Poison resistance 50%
Endermen
Endermen are the ghost warriors of the doppelganger's army. They can enter, tear down a wall, and disappear, within a matter of seconds.
Level 1 = Your skin turns jet-black, and already most mobs will leave you alone. This comes at a price: you are irritated by
water (nausea and hunger effects).
Level 2 = You can teleport. It does take a little time (use nether portal travel effect), and you take about 3 hearts of damage, but it's still useful.
Level 3 = You are too tall to fit into a 2-block-high doorway.
Level 4 = You are able to teleport faster, but it still takes time and 1 1/2 hearts of health.
Level 5 = Your close proximity with the end means that you GAIN 9 item slots, dumping those items into that dimension.
Level 6 = You can instantly teleport, and you are unaffected by it. You also now look just like an enderman.
Level 7 = Using your ender-powers, you can break blocks 2x faster with any tool. The items also drop directly into your
inventory. Sadly, your diamond pickaxe will still eventually break.
Level 8 = Endermen will follow you, but not that you can see. Should a threat present itself, they will teleport from the end
and come immediately to your aid.
Level 9 = You can freely pass between the end and the overworld, and your inventory expands again.
Level MAX = You can instantly mine any block with your bare hands into your inventory, or even choose to delete a block
altogether. Bedrock can not be mined still, and obsidian has a tendency to destroy itself on occasion. It's just too strong
to mine properly.
Enderman passive ability = You don't take damage when you throw an ender pearl.
Undead
Undead warriors are the grunts of the doppel-army. They can be revived with normally-worthless rotten meat, and are
notoriously hard to kill.
Zombie
Level 1 = You begin to burn in sunlight, but disease doesn't affect you. Your hunger depletes twice as fast naturally.
Craving rotten meat?
Level 2 = You already look like a zombie, and most mobs will leave you be. Villagers don't like the looks you give them,
though... (Translation: Villagers will run from you.)
Level 3 = Your fetid bites will cause a weak poison to cripple your opponent.
Level 4 = You look an awful lot like a...
Pigman Zombie
That's right, undead are grouped together. Should anything hurt you near a monster, that monster wll fight for you.
Level 5 = Fire and lava don't at all affect you as a pigman zombie.
Level 6 = Oxygen? Never heard of it. (That means you don't have an oxygen meter underwater. Or under-lava, for you
experimenters.)
Level 7 = Another change? You're looking thin, there...
Skeleton
Your inventory shrinks by 9 spaces while as a skeleton. Not much storage space on those bones. You are, however, nearly immune to liquid current effects, but not enough to cause fall damage by jumping into an ocean. You'll have to shapechange to swim up those waterfalls.
Level 8 = You can choose which of the 3 undead types you want to turn into.
Level 9 = You can command other mobs. Skeletons now become immune to arrows as well, but explosions do more damage. You can feign death effectively, without losing any items. This makes mobs leave your corpse alone.
Level MAX = You are allowed to resurrect instead of respawn. You start with an empty hunger meter and 1/2 heart of health,
though. Should you find yourself in a pool of lava, the respawn option is still there for you.
Undead passive ability = You gain the ability to see in darkness.
With the introduction of Wither skeletons, I'm thinking of how to incorporate those. MY thoughts/opinions are immediately below. According to me, consuming Withers will give your skeleton form increased durability and let it cause the wither effect to anything it attacks.
Wither
The Wither is like the Enderdragon in its destructive capabilities. Rather than taking down a large structure, though, a Wither can take out the strongest warriors with the wither effect.
Level 1: Your skin darkens, and you gain resistance toward the wither effect.
Level 2: Your skin darkens further, and you can jump a little higher. Fall damage is slightly decreased, too.
Level 3: Your shoulders widen, but you don't quite sprout extra heads yet. You're immune to the wither effect.
Level 4: Small bumps have appeared on your shoulders. Your legs have merged together, so you always hover a short distance above the ground. And because of your shrinking arms, you lose 9 inventory spaces.
Level 5: You look enough like a Wither for most mobs to leave you be. The heads on your shoulders are clearly heads, but still too small to be of much use. You can cause wither if you attack while unarmed.
Level 6: Your arms are gone, but because of the heads on your shoulders, you regain those 9 lost inventory spaces. You can cause wither while using melee weapons. Plus, you gain some health.
Level 7: You cause the wither effect with any weapon you use. You can even apply wither to trap blocks like TNT or cacti. And you can jump twice as high.
Level 8: You can shoot at things, like an ordinary Wither can. Also, you can fly freely, but you go slow if you're too far above the ground. Oddly enough, you don't feel too hungry anymore.
Level 9: You always fly full speed, and your projectiles deal splash damage. Your extra heads will automatically shoot at anything that tries to hurt you.
Level MAX: Anything effected by your wither effect heals you. You can coat any block with wither to hurt it if it touches it. Your flying speed is increased, as is your projectile damage.
Passive abilities: Soul sand doesn't slow you down, and if you're hit by the wither effect, you'll be healed instead of hurt.
Silverfish
Silverfish serve as scouts to a doppel-army. They can watch a battle for hours, literally invisible to the naked eye inside
of Block 97.
Level 1 = Your skin takes on a silvery look, but not very much other than that happens. You move a tad faster.
Level 2 = You begin to visibly shrink. You can't quite fit into those tiny spaces yet, though. Your inventory shrinks a
little (9) as well.
Level 3 = You're small enough to fit into a 1x1 space, and still shrinking. You are more effective at breaking stone and wood
with your bare hands now. Most mobs leave you alone at this level.
Level 4 = Your inventory shrinks again, along with the rest of you. You move visibly faster, and can bore into wool or wooden
blocks invisibly by right-clicking them. Like this, controls are similar to flying. Space to go up a block, shift to go down
one, and W, A, S, D to move on a horizontal plane. (Concept under development)
Level 5 = You're as small as you'll get, and your inventory shows it. Only your hot-bar is useable. You can fit into the
smallest configurable space (a 1/2 x 1/2 tunnel, which can only be made with steps.)
Level 6 = You can drill into wooden blocks faster, but stone is still too hard. Sadly, no other mob will defend you, as you're
too small.
Level 7 = You dig instantly into wood, and can dig into stone surfaces. You can now dig into dirt, leaves, wool, furnaces,
dispensers, endstone, mycelium, and most other blocks, but not glass, obsidian, or bedrock. They are either too brittle
or to solid.
Level 8 = You can dig into stone surfaces and break wooden surfaces from the inside. This would enable you to survive your first day without ever coming into the open.
Level 9 = You dig instantly into stone, and can already break it from the inside. Stone chips apart easier, I suppose.
Level MAX = You can dig into mobs. You can't control them, but you can calmly consume them with your doppelclaw like this. You will be able to effectively assassinate a zombie by digging up from underneath it, boring into it, and biting/clawing it from the inside.
Silverfish passive ability = Mining speed x 1.5
Thanks to Nementor for a concept on how the mining works as a silverfish.
Quote from Nementor
i have an idea for a new blocks that relates to this. how about when the silverfish mines stuff from the inside it turns into a new hollow block with no inside and you can use them like tunnels to see into the outside world. but when you mine the hollow block again it will be destroyed. they could also connect to conjoin hollow blocks as well to add to the epicness of having a house in the wall.
Creepers
Creepers are, obviously, the demolitions specialists.
Level 1 = You turn green and spotted, but as they notice your arms, monsters still attack.
Level 2 = You lose a line of your inventory (9 spots), because your arms are shrinking.
Level 3 = You can hiss and detonate with the force of TNT. This will, however, kill you, so it is not recommended. At this
stage, only a light tap of the detonate button will make you unable to stop the explosion. Your arms have disappeared, but
since I suppose you can use items with your mouth, you can keep your inventory slots. Monsters will leave you be.
Level 4 = You can do a false alarm by pressing instead of holding the detonate button.
Level 5 = You will now survive your explosions. You can hold the detonate button for longer to charge the explosion, taking
hearts slowly. To produce the same power as before requires 9 1/2 hearts. You are shortly immune to fall damage, to keep you from dying due to the floor of your new crater. This means that your explosions are incapable of killing you directly.
Level 6 = You can eat gunpowder to survive and fill your hunger meter. Nasty stuff, but it will also shortly make your
explosions more potent. Ocelots will now cause you to be overcome with fear. (nausea/hunger & automatically running away from them maybe?)
Level 7 = Your blasts are twice as powerful per half-heart used in the explosion.
Level 8 = You don't make any noice except by taking damage or hissing. Sneaky.
Level 9 = You have a sort of natural camouflage that makes you completely invisible while still or sneaking. You turn visible
when charging. (this idea was voted down, so any others can be submitted as a post)
Level MAX = Your blasts will not hurt you at all, but will take hunger points to nerf its power. You can still charge it, and
it is comparatively 10x as strong as before with equivalent charging. You've become immune to explosions and fire, and you
stay invisible and SILENT if you were already invisible when you start charging. It will give new meaning to SUDDEN DEATH.
Creeper passive ability = 50% Explosion resistance.
Ghasts
Ghasts are the ranged support specialists. They (may) also (be able to) transport units to a battle.
Level 1 = You begin to grow, and are more resilient to fire damage.
Level 2 = You can jump an extra half block upwards, and have grown to 2x3x2 blocks in size. Your inventory expands
accordingly.
Level 3 = You are able to sprint faster than usual and take more damage from everything but falling and fire. Your skin is snow-white.
Level 4 = Your arms disappear, being replaced by tentacle-like limbs. You can levitate up to two blocks in the air.
Level 5 = You can spit short-range fireballs that only explode with half the usual force. They are affected by gravity to
nerf them. Right click while holding nothing to fire.
Level 6 = You are now the full ghast size. Your inventory expands again and you can't fit into most areas. You are a 4x4x4
cube. Most mobs will leave you alone.
Level 7 = You can freely fly, at the same speed of a normal ghast.
Level 8 = Your fireballs remain unaffected by gravity, and they explode with a normal ghast explosion.
Level 9 = You can fly at a normal ghast's speed, and you can carry up to 9 monsters. You press the special button to pick up/put down a mob.
Level MAX = Your fireballs and flying are more effective than a normal ghast, and you are immune to fire. (I think that just
those two features are too weak, so maybe another? Banshee wail? Lightning?)
Ghast passive ability = resist fall damage 50%
Enderdragons
Enderdragons are the leaders. They cause fear in any defender, unless the defender lives in an obsidian castle. They are
extremely powerful, since you will barely be able to kill even a single one, most likely.
(They should probably revive if you leave the dragon egg in the end.)
Level 1 = You look just like an enderman already, and recieve the level 1, 3, 5, and 8 enderman effects.
Level 2 = You morph into a quadruped. You can't quite fly yet, but your jumps are twice as high, and you can double jump. You visibly have wings that require a 4x4 opening to pass through.
Level 3 = You grow some, becoming 3x3x5 (not counting wings) and gaining some inventory space.
Level 4 = Any monster will follow you when it sees you.
Level 5 = You have achieved full flight, and you grow to 4x4x7 blocks. If codeable, you can still land on the ground.
Level 6 = You can eat most mobs whole, filling half of your hunger meter instantly.
Level 7 = You take half as much damage, both in health and hunger.
Level 8 = You're now a full enderdragon size, and can fly at full speed.
Level 9 = You destroy blocks, which can be toggled with the 'special' button.
Level MAX = You can breathe fire now. It will cause equivalent damage to being bathed in lava, and will set mobs and blocks on fire.
Enderdragon passive ability = 50% resistance to all damage.
Thanks to Whoeverheis for the idea for bats. I can't see anything wrong with it myself, so here it is.
Quote from whoeverheis
-snip-
Level 1:
The world is getting a bit darker. Might want to get your eyes checked. No physical changes.
Level 2:
Your getting smaller and bonier. Your inventory shrinks 9 spaces, and you're now 1.75 blocks tall. The world gets darker still.
Level 3:
Are those wings? Looks like either they're too small for you or you're too big for them to achieve full flight. You jump 2 blocks at a time instead of 1. An even darker world. Get your night vision potions ready! 1.5 blocks tall.
Level 4:
You now look exactly like an over sized bat with normal sized wings. You're 1.25 blocks tall and mobs ignore you, Wither excluded.you can jump 2.5 blocks per jump, and you can jump in midair for up to 5 blocks, depending on where you place your second jump. You're nearly blind! Just make sure your night vision potions last you until...
Level MAX:
You shrink some more. You lose another 9 spaces of inventory, but now you're small enough to use your wings! You can now press space in midair to continue moving up as many times as you want. You're completely blind, but you've mastered echolocation. The world looks as bright as day, no matter what, at the cost of a constant clicking noise.
Passive ability: nighttime appears 50% brighter.
I was thinking about using echolocation as night vision, but at the same time making it a tough road. (Not like bats are that easy to kill,) and giving them a jerky method of flight, which, having to spam the jump button does seem very jerky. Mostly echolocation.
I like that idea, but I'm wondering about some kind of blood-sucking. True, not all bats do that, but this IS a video game. Fill up hunger or health by draining life, like the spider and enderdragon can do?
_________________________________________________
Docile Mobs (Under heavy development)
Chicken
Level 1: Fall damage is reduced and You become slightly smaller.
Level 2: Fall damage is reduced even more, and you become slightly more pale/white.
Level 3: You take no fall damage and you can fit into a 1X1 tunnel.
Level 4: You fall much slower than usual and you grow feathers.
Level MAX: You can lay eggs.
Cows
Level 1: You become slightly smaller and your health bar drops a bit.
Level 2: You grow small horns, which increase unarmed attack power slightly.
Level 3: You cannot stand on two legs, but increases your speed slightly.
Level 4: You become spotted like a cow, and unarmed sprinting attacks deal multiplied damage.
Level MAX: You look exactly like a cow, your inventory shrinks, you are slower at swimming, you can run faster, and you can slowly regain your hunger by "drinking" water, either as source blocks, running water, or water buckets.
Pigs
Level 1: Your skin turns pink, and you look like a pigman.
Level 2: You get slightly shorter (1.5 blocks tall), and can sprint slightly faster.
Level 3: You crawl on all-fours, which makes you move slightly faster at all times, and are less affected by disease.
Level 4: You can wear a saddle, and are one block tall.
Level MAX: You're unaffected by disease, and all food items give you double hunger points.
Sheep
Level 1: You're cross-eyed and fuzzy. I suppose there'd be a way to dye your own wool. Some ask "Why?" I ask "Why not!?"
Level 2: At this point, like with pigs, you get shorter. But sheep aren't known for their speed, so how about an ability to eat wheat or long grass, whether cut or still on the ground?
Level 3: Again with the all-fours deal, but now you can turn grass to dirt, while slightly filling your hunger. HOW CONVENIENT!
Level 4: You're a regular old sheep by all appearances. Most mobs will leave you alone, but you won't want to meet a hungry wolf all alone.
Level MAX: Now you ARE a sheep, effectively. Breeding, dying, eating grass, and sure, shearing, why not?
Snow Golems
Snow Golems are simple to create and to consume. But since they're surprisingly easy to kill, I don't think they'll be useful in a battle, except as decoys.
Level 1: Your skin is white, and your head is orange. Snow Golems will follow you closely (if they don't already do that). Fire does double damage.
Level 2: You can rebuild yourself using snowballs, or make snowballs using your hunger meter. Fire can kill you even more easily. Don't even try going into the Nether.
Level 3: Snowballs cost less to make, and you start laying down a trail of snow wherever you walk. You do walk slower, though.
Level 4: You can freeze water by standing on it, and snowballs are free to make or rapid-fire. You'll put out fires just by walking over them, but blazes will still hurt you a lot.
Level MAX: Your snowballs (the ones you create) become ice-balls, which DO deal some damage. It's still free to rapid-fire them, so the Snow Golem may actually be useful. If you want to, you can still pick up ordinary snowballs.
Passive ability: Snowballs won't make you flinch, and ice-balls thrown by other players deal half damage.
Squid
Squid are simple, and their best use is in making black wool. Nevertheless, nothing moves through the water as fast as they do.
Level 1: Your oxygen meter goes down half as fast, and you turn black and gain two pairs of stubby arms.
Level 2: Most mobs leave you alone, and your arms are all the same length. Your legs, oddly enough, become arms. Because of all of this, you gain 9 inventory slots.
Level 3: You can breathe underwater, and you can sprint while underwater. But on land, you can barely move.
Level 4: You automatically go twice as fast as usual while underwater. You can use ink to make the water murky and hard to see through.
Level MAX: You can see through murky water, and color wool yourself. If anything from land comes into the water, you can wrap your legs around it and try to drown it. Also, murky water that you create will lower the speed temporarily of anything that touches it.
Passive ability: Oxygen meter goes down at half speed.
_________________________________________________
Wolves
Wolves serve as cavalry. They can hurry into a battle, take a beating, and retreat to live another day. While in the battle,
they also easily deal large amounts of damage.
Level 1 = You grow fur and naturally run slightly faster.
Level 2 = You can deal 1 heart more damage per attack.
Level 3 = You look enough like a wolf to get other wolves to follow you, whether wild, angry, or friendly.
Level 4 = You can run twice as fast as usual, and sprinting depletes your hunger meter half as much as usual.
Level MAX = You are completely canine. While untamed ocelots don't take too kindly to you, you can have your very own pups. You also deal twice as much damage while unarmed as before.
Wolf passive ability = running speed X 1.5
Ocelots
Ocelots are agile, and for some unknown reason, terrify creepers.
Level 1 = You move faster while walking and sneaking.
Level 2 = You are half as damaged by falls.
Level 3 = You can fish without a fishing rod. Other ocelots will automatically follow you.
Level 4 = Creepers become terrified of you. You can also see clearly in the darkest cave.
Level MAX = You can have kittens yourself, but wild and angry wolves don't really appreciate your presence.
Ocelot passive ability = You are harder for mobs to detect while you sneak.
Iron Golems
Iron golems are the defenders. They have unusually high amounts of health and don't take damage easily.
Level 1 = Your skin is made of iron. As such, you can move half as fast as usual, and are unaffected by water currents. You also sink like a rock. However, you take damage as though you always wear a full set of undamaged iron armor.
Level 2 = You can cause the same damage as an iron sword with your punches, and also flip enemies into the air when you attack.
Level 3 = You're immune to fall damage, and other iron golems will follow you.
Level 4 = Your hunger and oxygen meters both disappear, or at least stop working.
Level MAX = You can lift and carry mobs, no matter how little they like it. Using your special button, you can also punch the
ground to knock all creatures near you up into the air, dealing damage.
Iron golem passive ability = Iron golems will not attack you, under any circumstances.
Blazes
Blazes are versatile, and can hold off a large number of opponents.
Level 1 = You are immune to fire damage, but water will hurt you like lava normally does.
Level 2 = You can double-jump and you don't take fall damage.
Level 3 = Your inventory shrinks by the usual 9 slots, but you are immune to arrows, as your body has begun to look just like
any other blaze's body.
Level 4 = Most mobs will not attack you. You look exactly like a normal blaze.
Level 5 = You can fly freely.
Level 6 = You can shoot fireballs with the right mouse button, but they have to recharge a little bit between uses.
Level 7 = You move slightly faster than usual.
Level 8 = Your fireballs deal more damage and can be rapid-fired.
Level 9 = You set blocks on fire by being close to them.
Level MAX = You can charge up with the special button, causing your rods to spin faster. When the charge reaches max, you shoot them all out, still spinning around you, and they catch whatever they touch on fire. They then slowly get pulled towards you, still spinning, until you are normal-looking again.
Blaze passive ability = 50% fire damage resistance
Magma Cubes/Slimes
These all fit together in the spawner class. They can quickly get out of hand if they're not dealt with.
(Consuming a slime will not level up your magma cube transformation, and vise-versa.)
Level 1 = Magma cubes become immune to fire, but weak against water. Slimes become immune to drowning, but highly flammable.
Level 2 = In either form, you're able to use a slime ball to grow slightly. Your legs become one limb, so you have to hop
everywhere.
Level 3 = Most mobs will leave you alone.
Level 4 = Other slimes will merge with you to make you grow. Should you be killed, your body splits into 3-4 smaller slimes, one of which you will take over. You're able to re-merge with your allies to become the normal size again.
Level MAX = If you're big enough, you can absorb another mob into your body. They begin to drown, assuming they can, and this counts as consuming for you.
Slime passive skill = You're unaffected by sunlight in any other form.
Magma cube passive skill = Your attacks light mobs on fire. (percent chance Well, even if the chance is 100%, it's still a percent chance. I just said that to give the mod maker some wiggle room.)
Villagers
Villagers? They're humans. You can't learn much from them, except how to have a huge nose.
With the addition of witches, I'm having second thoughts. I mean, should they count as villagers, too? Well, I smell a new poll coming...
Level 1 = Your clothing changes to look just like that of a villager. Your model, however, stays the same. Many mobs will leave you alone, but not zombies. Also, iron golems will follow you and defend you.
Level MAX = You can summon an iron golem if none are following you. (Also, maybe make players able to ride them?)
Bats
Bats are odd creatures. I just figured if you really want to eat a bat, you can be my guest.
Level 1: You're black, small, and you walk slower than usual. Plus, you lose some inventory space. On the up-side, you are left alone by mobs.
Level 2: You can already fly freely, but you lose more inventory space. Due to your small size, though, food gives twice as much hunger, but it takes twice as long to eat, too.
Level 3: You gain echolocation. (if that's hard to program, night-vision will probably suffice).
Level 4: You can feed on any creature that has blood. (Not all bats drink blood, I know. But this is a videogame, after all.) Your feeding will hurt the creature, and make it hostile, if it can be hostile.
Level MAX: Well, you're a bat, through and through. When you feed, it will hurt the creature, but it won't make it hostile. Plus, you can consume if your feeding kills it.
Passive ability: Witches will leave you alone.
Misc. Ideas
These ideas aren't anything specific, it's just how I imagine the mod. There's no need to press that "show" button.
API
The user can open a menu with a key, say, [Shift]+[E], which pauses the game as if [ESC] was pressed. This brings a list, showing all mobs and the user's respective levels in each, along with their normal form, which will display the Doppelganger level, and their temporary form, which is automatically MAX level. Clicking on one form will shift you into that form.
Also under development, as Superfire131 suggested being able to look like a normal human AND any other doppelganger.
How this will work in multiplayer, I don't know. The game wouldn't pause when the player tries to shift, so a quick-select might be necessary.
Viewpoints
Would it be possible for the player's vision to alter, not just get higher or lower, but really change? As in, say the user becomes a wolf, wouldhe be colorblindcolors be muted?
Enderman + teleportation
This part may need a lot more thought. As such, it is under heavy development. The popular idea, as of the last time I checked, was that the player jumps to wherever they're looking when the button is pressed.
I was thinking that, in single player, when a player pushes the teleport button, time stops, or nearly stops, and the player can walk to wherever they want to appear. They can reappear by pressing the special button again.
Of course, what if you want to teleport across a wall? Gotchya covered. While time is frozen, you can't attack or mine, so instead, punching a block will make it temporarily intangible (the player can walk through it), until you reappear or enough time passes.
As for the logistics of making time stop, you would have to freeze mobs and make the 'ticks' stop or slow down, both of which are possible, as you can do both in SPC.
"BUT WAIT! What about SMP? You couldn't freeze time!"
Oh, well. I guess you'll just have to enjoy teleporting to the spot you're looking at. As I said, that's the popular idea anyway.
That's about all of the ideas I had.
I must reiterate: THIS MOD IS NOT THE SAME AS PLAYER MODELER API.
Many thanks to all of those that had positive opinions and ideas, and especially those who have decided to help the idea grow:
Whoeverheis
Binkan Salaryman
R2Randy2
Himatoxic - namely for bumping this topic on occasion.
Superfire131
raaabr
Pigudelta
And especially, OliverGriffin,who has begun to develop the mod!who once tried to develop this mod!
And doctor82, who's accepted the mod idea for the time being.
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Ummm Im not really sure what Dog 1 and 3 are.... but dog 2 is a bulldog. I figure out what the other 2 are and get back to you ahahPosted in: WIP Mods
EDIT: Dog 3 is a yellow lab
I have no idea what dog 1 is haha, you can make that one what ever you want. -
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mumblerit posted a message on The Goat ModI would like to fund your project, here are two oranges. Hire your team.Posted in: Mods Discussion -
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The_Zach posted a message on [WIP]Animals+ Pre-Release AvailablePosted in: WIP Mods
Animals+ Pre-Release
Download
Please remember, this is EARLY release
Click here to download
Required Mods
ModLoader (This is the right version, Risugami's link):
Click here to download
If you need to downgrade to 1.7.3:
Click here to download
Mob Information
Platypus-Spawns in Rainforest, swampland, forest, and seasonal forest
Tortoise-Spawns in Rainforest, swampland, forest, and seasonal forest
Hyena-Spawns in Savannah
Gorilla-Spawns in Rainforest, forest, shrubland
Elephant-Spawns in Savannah
Salamander-Spawns in Desert
Flamingo-Spawns in Rainforest, forest, shrubland, swampland
Rhino-Spawns in Savannah
What will be changed
-Increased spawn
-eagle and fish spawning (they're invisible :/)
Passive
1)Platypus
2)Tortoise
3)Salamander
4)Flamingo
5)Eagle
6)Elephant
7)Fish
Hostile at Night, Passive in Day
1)Hyena
Passive unless Provoked
1)Gorilla
2)Rhino
Finished Mobs
Support!
[url="http://www.minecraftforum.net/topic/554386-wipanimals/"][img]http://i1081.photobucket.com/albums/j350/muserae/Support.png[/img][/url]
[url="http://www.minecraftforum.net/topic/554386-wipanimals/"][img]http://mag.racked.eu/cimage/7175dmr/Achievement++get%21/Support+AnimalsPlus%2B%21/mca.png[/img][/url]
-Permissions- Redistributing: Do NOT redistribute, please refer the the copyright below. ModPacks: Please PM me before using it in your modpack. Videos: Feel free to use in videos. This document is Copyright ©(2011)(Muserae) of (hereafter referred to as "The Owner") and is the intellectual property of The Owner. Only Minecraftforum.net and PlanetMinecaft.com (Under username 'Muserae') are able to host any of The Owner's material without the consent of The Owner. It may not be placed on any other web site or otherwise distributed publicly without advance written permission. (Electronic mail is acceptable as long as you wait for a response.) If you mirror this mod page or anything The Owner has made on any site, The Owner may seek compensation for the damages through a lawsuit.
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pikachu777 posted a message on Goat Mod (NEED CODER)Great idea, but:Posted in: Mods Discussion
Didn't you make this thread already once before? - To post a comment, please login.
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The mod will add a new animal to minecraft, GOATS!!!
There are three kinds of goats, brown colored goat, caramel colored goat, and black colored goat!
These three different goats can be found roaming around, they are as common as pigs, cow, and sheep.
Don't punch an un-tamed goat, they WILL fight back!
To Tame a goat you have to feed it seeds, the number of seeds to feed them varies.
After you have tamed your goat they will follow you around, to make them stop following you just right click on them with and empty hand and they will lie down. You can also hold shift and right click on your tamed goat and you will be able to name it!
Tamed goats get a little black ear stamp in their ear, this ear stamp is color change-able. To change the color you just right click on them with a colored dye and it will change.
You can also milk them by right clicking of them with an empty bucket.
They also turn into somewhat of a warrior. If a mob attacks you or you punch a mob, your tame goat will run after it and kill it for you, making hunting a breeze.
When a Goat Dies it drops leather.
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Pictures:
Coming Soon!
Show your Support Banners:
Credits
To TheFlyGuy06, the wonderful coder who made this mod possible.
I, myself came up with the idea and did textures.
Post If You Like This Mod!!!
3
_____________________________________________________________________________________
The mod will add a new animal to minecraft, GOATS!!!
There are three kinds of goats, brown colored goat, caramel colored goat, and black colored goat!
These three different goats can be found roaming around, they are as common as pigs, cow, and sheep.
Don't punch an un-tamed goat, they WILL fight back!
To Tame a goat you have to feed it seeds, the number of seeds to feed them varies.
After you have tamed your goat they will follow you around, to make them stop following you just right click on them with and empty hand and they will lie down. You can also hold shift and right click on your tamed goat and you will be able to name it!
Tamed goats get a little black ear stamp in their ear, this ear stamp is color change-able. To change the color you just right click on them with a colored dye and it will change.
You can also milk them by right clicking of them with an empty bucket.
They also turn into somewhat of a warrior. If a mob attacks you or you punch a mob, your tame goat will run after it and kill it for you, making hunting a breeze.
When a Goat Dies it drops leather and a form of meat.
_______________________________________________________________________________
Pictures:
Show your Support Banners:
Credits
To TheFlyGuy06, the wonderful coder who made this mod possible.
I, myself came up with the idea and did textures.
Post If You Like This Mod!!!
1
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I am making a mod team for my upcomming mod "The Goat Mod"
Here is my team so far:
Coder: NONE
Texture Person: dietwawa (Almost Done)
Modeler: Modderness (Done)
If you want to learn more information go here!!!!
Thank you
GoatGirl98
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Okay i will repost it!
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Sure, i could make a pepper goat??? but i would need a model first. The pepper part would be the texture :smile.gif:
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It would be awesome if you could help!!! And sorry, i do not know how to change the players model.
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I could try but, i don't think i still have that post????
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