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- Jaymus
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Nerd_Boy posted a message on [1.4.7] Mine & Blade: Commander - alpha 7Posted in: WIP Mods[/anchor]- Introduction
- Mod Mechanics
- Download & Installation Instructions
- FAQ
- Bugs & Incompatibilities
- Planned Features
- Changelog
Announcements
No Hold
I think most of you probably already know this by now, but thought I would make it official (with big Red writing). I am putting this project on hold at the moment.
Right now I am super busy with uni, in my free time from uni (which isn't a whole lot) I am also applying for jobs. Basically I really need all the free time for these 2 task so I can "get my life together" and developing for this mod really doesn't help that.
But fear not, I will endeavvour to log back on evey once in a while to keep the mod at least up to date, so barring any major changes to the underlying minecraft codebase there should still be a working copy. Furthemore the source code is avaliable (as it always has been) on Github (may not have pused the 1.5 update though). so anyone should feel free to add features they want to the mod.
nerd-boy
p.s. I have also disabled my PM & comments, everytime I log on I am just flooded with messages pestering me to update battlegear.
Check out The Atlanticcraft's review of a pre-release of alpha 6 with it's sexy new multiplayer features. Make sure you Like his video/subscribe.
The aim of this mod is to provide the player with controllable npcs that will help you fight enemies. This is actually a re-iteration of an old mod I made a while ago (Battlecraft) which I unfortunately had to let go. There are a number of mods that provide npcs, however this mod will focus on soldier type npcs. The other thing thatwill set this mod apart from other similar mods is the ability for units to gain experience and upgrade to more powerful units as well as the great deal of customisationof the visual appearance of the soldiers.
Creating Units[/anchor]
Units are spawned from a spawn banner. Banners are created by placing 2 pieces of the same coloured wool on top of a stick.
Note: The banners can also be dyed
A banner must be placed on top of a block that has 2 free spaces above it (the banner takes up 2 blocks like a door).
Right clicking the banner brings up the spawning interface.
The colour of the banner will determine the team colours that the unit will be wearing. The units appearance can be customised by using the slide-bars on the bottom left of the interface. For the militia the skin, hair, eyes and weapon can all be changed. All of these options are purely cosmetic and have no effect on how the unitperforms in battle. The amount of customisation the mod allows is mind boggling. Spawning of soldiers required payment of gold nuggets. Gold ingots & blocks can also be used and you will automatically be given change (9 nuggets = 1 ingot, 9
ingots = 1 block). Spawning is free in creative mode
The Units[/anchor]
Please note I have been slightly changing these stats, refer to the in game menu for up to date states
Militia
Spawned From: Banner
The Militia is little more than a peasant who has been thrust into the middle of a battle. They are armed with whatever they find lying around and their clothing offers
little in the way of protection.
Attack: 4
Health: 15
Armour: 2
Man at Arms
Upgraded From: Milita
The man at Arms form the backbone of the armies of the land. They are provided with iron weapons and chainmail armour allowing them to be both durable and deadly
Attack: 6
Health: 20
Armour: 6
Knight
Upgraded From: Man at Arms
The Knight is provided with the best iron based weapons, armour and shields. Their heavy armour and shields make them the most durable warriors in the land.
Attack: 8
Health: 25
Armour: 15
Special: Arrow Block - 25% of all projectile damage is ignored by the Knight
Sellsword
Upgraded From: Man at Arms
Armed with 2 of the best iron based weapons in the land, The Sellsword are easily able to take down more heavily armed foes. This however does come at the expense of their armor, which is less heavy then other units.
Attack: 9
Health: 25
Armour: 12
Special: Penetrate Armour - A small proportion of the damage the Sellsword causes ignores armor
Special: Leap - The Sellsword leaps at it's target (I am not sure if this is actually working yet)
Spearman
Upgraded From: Milita
Although the Spearman's weapons may be slightly unwieldy, they more than make up for it in the extended range their iron weapons provide. Coupled with their chain based
armour this makes the Spearman a formidable force.
Attack: 6
Health: 20
Armour: 6
Special: Extended Reach - The Spearman's weapon allows it to attack from a couple of blocks away
Special: Slow Attack - Due to the Spearman's unwieldy weapon, the Spearman attacks at a slower rate
Pikeman
Upgraded From: Spearman
he extended range provided by the Pikeman's iron weapons allows them to attack enemy safely from a short range. Even those enemies that do get past their jabs must face
a heavily armoured foe.
Attack: 8
Health: 25
Armour: 13
Special: Extended Reach - The Pikeman's weapon allows it to attack from a couple of blocks away
Special: Slow Attack - Due to the Pikeman's unwieldy weapon, the Spearman attacks at a slower rate
Commanding Units[/anchor]The current command will be shown in the display text above the soldier. The health bar is displayed just below this, it will change colour from green to red dependingon the current health. Below the health bar is the experience bar. Units will gain experience for every hit they preform against an enemy mob. The experience bar changesfrom purple to light blue.
After units have not seen an enemy for 15 seconds, they will sheath their weapon. At this point the unit will begin to slowly heal itself. Soldiers will also drink any potion you hand them.
Units will automatically break whatever it is they are doing if they see a mob (within 16 blocks) to attack the mob. Mobs will also walk towards and attack units. Mob do not currently attack exploding mobs (eg creepers) as this would be akin to suicide. Likewise units do not currently attack units on different teams.
Pointing at a soldier from less than 5 blocks away and pressing the 'X' button will select the soldier. Multiple soldiers can be selected.
Alterntivly soldiers can be selected using the trumpet. This item will select all soldiers in a 15 block radius. It is crafted like so
*Any colour wool can be used.
When selected the Order menu will appear on the right side of the screen
The soldiers current order can be changed by pressing the up and down arrows and selected by pressing the Return (Enter) key. Pressing the 'C' key will close the menuwithout issuing an order
Stand Guard
The stand guard command is the default command for units. In this command the unit will stand in place. They will only move if an enemy mob is seen, after the enemy hasbeen dealt with, the unit will return to its position.
Follow
The follow command allows you to set units to follow the commanding player. Units will continue to follow the player (unless an enemy is sighted) until told to doanother order.
Goto
The go to command is a way for you to more easily move your soldiers around a battlefield. When selected an arrow will be displayed on top of the block your mouse is over. Pressing select will cause all your selected units to move to this point. There is a limit on how far units can travel of 50 blocks. This can be changed in the config file (decrease to improve preformance and increase to improve distance)
Morale[/anchor]Mine & Blade units prefom better when they are well fed and surrounded by teammates. The current morale of a unit can be viewed by the colour of the order.
The current morale level will affect the following statistics- Attack damage
- Armour
- Walk speed
- Experience gain
- Feeding soldiers food (not rotten food)
- Having more soldiers around (the higher tier the more morale bonus)
- Making a killing blow on a mob.
- An ally making a killing blow
- Having a player nearby
- Degrading over time
- Feeding soldiers roten flesh
- Having enemies around
Multiplayer[/anchor]
Starting with alpha 6, Mine & Blade: Commander has the ability to set up multiplayer games. When started (using the command /mb-start) all players will be randomlly assigned a team (right now it is only red & yellow). Players will only be able to spawn & control soldiers of their own colour. Soldiers will also attack other soldiers on different teams (also players not in creative mode). Games can be ended by the command /mb-end.
Games are saved when you save a world and if you log on then off again you will be placed in the same team (Unless a new game has started). The mod will also attempt to keep the number of players even when new players log on.
Commands:
/mb-start : Starts a new Team Based Game
/mb-end : Ends current team based game
/mb-restart : ends current game and starts a new game (reshuffling teams)
Your current team symbol is displayed in the bottom right corner of the screen. The symbol of the team that another player is on will be displayed above their name. This will only be displayed if you have the Mine & Blade: Coremod (correctly) installed. Coremod is currently broken
In the future I will add the ability for the host to determine which teams are avaliabe, the optional ability for all players to select teams and a way to convert flags of different colours into your colour (this is the reason red & yellow were chosen)
Updates[/anchor]
As of alpha 5, Mine & Blade: Commander takes advantage of the amazing Mod Update Manager by Vazkii & TheWhiteWolves. This means whenever I issue an update, you will notified in game and linked to this page. There is also an option to download the mod directly, this will open a browser and download the latest version as normal. The only thing left for you to do is replace the old zip with the new. You can also view the changelog for the most recent update.
Furthermore, to any modders out there you should really think about taking advantage of this API. Its extremely easy to set up (I did it in less than 5 minutes) and we really should get behind and support Vazkii's amazing work
[/anchor]- Download and Install Minecraft Forge Universal
- Make sure you follow all the installation instructions for Forge.
- The mod was built on version 6.0.1.349, if you have troubles, try this version before posting about crashes.
- Download the latest version of Link Removed
- Place the downloaded Mine & Blade Commander.jar file in your mods directory
(Optional Client Only) Download Link Removed and place it in the "coremods" directory *. Coremod is currently broken- Run Minecraft
This file allows me to access the RenderPlayer.class without actually editing it to display the symbol above players heads. It is not required but highly recomended for multiplayer games. In addition it does not need to be updated when minecraft updates, it downloads the data required from the internet after minecraft updates (and I tell it to)
[/anchor]
Q: My game crashes, what do I do?
A: Make sure you followed all the installation instructions for both the mod & Forge. Also make sure you have no incompatible mods installed (either incompatible with this or Forge). If you are still having troubles I need a crash report and detailed description (when it crashed what other mods etc). Please read Crash Repots 101 about obtaining, reading, debugging and posting crash reports. I will likely ignore people not following these instructions.
Q: Can you work on Battlegear instead of this?
A: No. In fact I will scold & report anyone who asks this. It is against the forum rules to pester a modder to update. I have been very clear about the reasons I am not continuing that mod, please drop it.
Q: Can you add more player weapons/armour?
A: No, this mod is focusing on the units not adding stuff to the player. I don't want to take up item ids just to make new weapon clones that are better implemented in other mods. If you want new weapons try Balkon's weapon mod. It is a well thought out and balanced weapon mod.
Q: I have an Idea for a new feature
A: Feel free to post it (as long as it is not the idea stated in the above FAQ), but please read this post to make sure it's not already implemented and I am not planning on adding it later. Please also scan the last couple of pages for others recently asking for the same (or similar) ideas. This should help me by not being constantly posted the exact same suggestions.
Q: When using the goto or command or attacking the units lag
A: Reduce the pathfindSearch variable in the config File. I am still trying to find the best balance between usability and performance but it is largely computer dependent.
Q: I love your mod and wish to donate but I cannot find a donate button
A: Please do not donate to me, I do not do this to make money in any form (which is why I don't use adfy links). If you do have your heart set on donations, please send you donate to one of the many worthy charities, they could do many greater things with the money.
[/anchor]
Known Bugs- The trumpet is not craftable if you downoladed early after release if you experience this re-download (it has been fixed now)
- There was also a problem with the final weapon choice for the spearman & the pikeman (it was displaying as a pink squared). This has also been fixed so if you experience this, redownload the mod.
- Mobs from Invasion mob do not see or attack Mine & blade units, even when attacked. Units from Mine & Blade still attack invasion mod NPCs , which in a way give the player a huge advantage, crippling the invasion mod
[/anchor]
Mod Review by The AtlanticCraft
Teaser 1 - Spawning & Customisation Interface
Teaser 2 - Militia v Zombie Battle
[/anchor]
Banner 1 - Melee Soldiers
[center][url="http://www.minecraftforum.net/topic/1542377-142-mine-blade-commander/"][img]http://i.imgur.com/gcyuM.png[/img][/url][/center]
[/anchor]- More orders
- GoTo Command
- Group Command
- Possibly Patrol
- More Units
- Archers will be the next "Tree" Implemented
- Additions to the Morale system
- Enemy Units (likely Orcs & Goblins) spawning both in groups and in generated structures
Things that WILL NOT be included- Player versions of the weapons
- Player versions of the shields
- Player Dual Wielding
- Units that gather resources for you
- Units that build structures for you
0.0.06 - alpha 6
Bugs Fixed- Militia are able to select the pitchfork again
- Pikeman are able to select the glaive
- Added the goto command
- Added the trumpet
- Added multiplayer games
- Only Red & Yellow teams are active
- Games can be started using the /mb-start command
- You can only control/Spawn soldiers of your team in this mode
0.0.04-alpha 5
Bugs Fixed- Zombies should attack soldiers again
- Mobs that do not use the new AI system (eg spiders) should now attack soldiers on sight.
- Now using a slightly modified (until my pull request gets merged) version of Mod Update Manager.
0.0.04-alpha 4
- Updated to Minecraft 1.4.4
- Changed the unit system to a way that is not backwards compatible (meaning you will loose all your soldiers)
- This release is more of a snapshot then a full release, some parts (eg the morale system) are not compleated. I have tested for runtime crashes but mainly I need feedback on balance
- Fixed a bug that prevented the mod from being used on servers
- Fixed a couple of bugs in the rendering of the GUI (hopefully)
- Fixed the mod logo not being displayed in Forge's mod page
- 3rd tier melee units (Knight, Sellsword & Pikeman)
- Beginings of the morale system
- Morale can be viewed by the colour of the order (for the moment the actual value is also displayed in brackets, I will remove this later)
- The morale level (between 100 & -100) will affect the following stats (High, Neutral, Low)
- Attack damage (+1, 0, -1)
- Armour (+2, 0, -2)
- Walk speed (+10%, +0, -10%)
- Experience gain (+1 per hit, normal, -1 per hit)
- The following things increase morale
- Feeding soldiers food (not rotten food)
- Having more soldiers around (the higher tier the more morale bonus)
- Making a killing blow on a mob.
- An ally making a killing blow
- Having a player nearby
- The following decrease morale
- Degrading over time
- Feeding soldiers roten flesh
- Having enemies around
- There are still a few modifiers and effects I want to add to this system, and even in it's current state needs to be balanced, so let me know how it goes.
- Added an option for a hood on the Militia
- I am not really happy with it, I may need to work on it or turf it.
0.0.3 -alpha 3
Bugs Fixed- Fixed Rendering issue where unit's hair and eyes would ocasionally flicker
- Fixed an incompatibility issue with Optifine's random mob feature that would change the colour of the red soldiers
- Added the 2nd tier melee units
- The Man at Arms (Militia with better stats)
- The Spearman (Slower attack, but attacks from a few blocks away)
- Reduced Militia's base health from 20 to 15
- Added a new command to upgrade soldiers
- The selection box around units will now be the same colour as the units team
- Added side panels to the spawn interface showing a description and stats for the current unit selected
- Soldiers with long "thrusting" weapons have a slightly different swing animation.
- Added a few missing strings to the .lang file
- Changed all instances of "Armour" (English-GB) to "Armor" (English-US) (as much as this killed me) I will provide an English-GB lang file at a later date.
- Improved Unit handeling of wooden doors
0.0.2 - alpha 2
Bugs Fixed- Units should no longer walk 1 block when put into stand guard command
- They will however still walk to the center of the current block
- Soldiers will no longer despawn when no players are around
- Soldiers will now attack mobs that attack them if they do not have a current target
- Soldiers will no longer be naked when under the effects of invisibility (only weapons will be shown)
- Created a new Order Interface
- Pressing the X key while having a mouse over a soldier will bring up the interface
- Orders can be selected by pressing the up and down arrows or Z key
- Return selects the order
- C de-selects all soldiers and closes the interface
- Multiple soldiers can be selected
- Soldiers can now be fed potions
- Soldiers can now be fed food which increased their base heal rate.
- Reduced the armour of Militia from 3 to 2
- Increased the minimum range soldiers follow a player from 2 to 3.5 blocks
- Soldiers will now attack a player if the player causes > 10 damage in a small time frame.
0.0.1 - alpha 1
Initial release
Legal StuffI have used parts of textures from the following texture packs (with edits)- Man at Arms/Spearman's Helmet from the Chain armour in SMP's Revival Texture pack
- Knight/Sellsword/Pikeman helmet from the iron armour in SMP's Revival Texture pack
Terms of use
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft
(http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions
of this MOD require advance written permission of the OWNER and may be subject to certain terms.
[represent]
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2
Shinon posted a message on Could use some helpPosted in: Modification Development
For this you will need to make another .java file, but in your "mod_warcraftCraft.java" file, you will need to add this to declare the item:
public static final Item itemLapis = new Itemlapis(239).setItemName("itemLapis");
And then in the section of 'public mod_warcraftCraft' you need to give it a name and register it:
itemLapis.iconIndex = ModLoader.addOverride("/gui/items.png", "/itemLapis.png"); ModLoader.addName(itemLapis, "Lapis Dust");
Doing that should register the item, anywhere you see "lapis" you should add in the name of your item. In this case I was making lapis dust! Okay and for the second file, call it something like "Item(Your Item Name).java" and all you need in is:
package net.minecraft.src; import java.util.Random; public class Itemlapis extends Item { public Itemlapis(int i) { super(i); maxStackSize = 64; } }
Basically it defines your item, and this is where you would put in any kind of property it has. For something that has no function other than crafting, all you need is the "super(i) and the maxstacksize! Again don't forget to change the Lapis.
So if you wanted to add it in a crafting recipe, that should be easy now, it would just be "Item.itemLapis" because that is what you called it as a variable "public static final Item itemLapis..."
If you weren't asking for a mini-howto make an item tutorial, well you just got one If you already made one then just use what I said right above this.
I hope that made sense, and if you didn't understand it, or the code doesn't make sense, feel free to ask! Good luck!
>--Shinon--> -
31
excelar4 posted a message on [1.0.0][SSP] Zipline ModZipline ModPosted in: Minecraft Mods
Rope block physics & fun
Version: 1.0.0
Mode:Single Player Only (multiplayer support in progress)
Completion: [WIP] Work in Progress
Modder's labels: Want in the Vanilla Minecraft
Requires: Modloader
Installation: Normal (.jar)
Credit Goes to Binarydoodler, The Original Maker!
Also some credit goes to aSakofDonuts for helping with the coding!
Ids: 131-134 400-401
Conflicts:
CrystalClearWater - adt.class
Optifine - adt.class (Works if you install zipline first)
Downloads:
Version 3a for 1.0.0
AdF.ly
http://adf.ly/41HYV
AdCraft.Co
https://adcraft.co/wd5zhv
Version 1a for 1.8.1
AdF.ly
http://adf.ly/479to
AdCraft.Co
https://adcraft.co/npewub
Updates:
Working on fixing the duplication bug!
Also more compatibility!
Other Ideas
Images
- To post a comment, please login.
2
1. Me and Epiclorax are the gamemakers, which means we get to send in delightful surprises, which can be good or bad. The only way you can become a gamemaker is by making a huge contribution to the setup (Examples: Hosting, wiring, trapping areas, working on map, etc.)
2. You may not leave th walled-off area. Anyone who does will automatically be disqualified and replaced.
3. You may not attempt to dig outside of the bedrock or out of the arena. Anyone out of the arena is disqualfied.
4. If you die, you're done, and your standings will be posted here, along with who killed you.
5. This server will be hosted from 8:00p.m. central standard time to 10:00p.m. on Fridays (unless someone else hosts, then it may be different.)
6. My screen will be recorded and posted here at the end with footage of all of the contestants.
7. If you cannot attend the first session for the games(I will notify all contestants and backups through message) you will become a backup and your backup will become a contestant. Note that if both of you do not show, you are disqualified.
Here is the current progress:
Map: Close to done!
Traps: Desgining, probing, working
Wiring: Almost done!
Contestants:
#1=firestarian
#2=BetaMan1313
#3=diamondshamrock
#4=mon43
#5=liljon0430
#6=ElegantHope
Backups(For when the contests cant make a session. NOTE: If both a backup and contestant can't make it, that person is disqualified. They also get to choose from a list of items what they want to send to their ally, but they don't get to choose when.):
TigerGym14(Don't know if that is user or not(Undecided))
Skittlezluver(Undecided)
scarrats(Undecided)
#1=RevinBlade
#2=???
#3=???
#4=???
#5=???
#6=???
To apply to be a contestant or backup, you can either message me through here or just reply to the topic. NOTE: We will only accept U.S. contestants. Make sure your message contains your username.
P.S. I realize something similar to this has been done in the past, but they are very infrequent in their project, so we will try to be much more efficient. We also accept mineshafter accounts, but you need to notify me first that you have a mineshafter.
1
[1.0]
This Mod Includes:
11 new ores based upon RS, but fun for non players These ores include:
Tin Ore
Copper Ore
Bronze Ore
Steel Ingot (No ore, crafted)
Black Ore
White Ore
Mithril Ore
Adamant Ore
Rune Ore
Dragon Ore
Granite
You can make tools using any of these ores, they operate as normal ores, and should work wonderfully.
COMING SOON
Better Ingot textures (please no hate comments about them)
All textures updated.
Tin and copper making Bronze Ingots
More materials
Armor Support (Have the armor down, need to make you able to view it on player)
NOTE: The more people use this mod, the more updates I will make. Please comment your feedback on the mod, so I can make better mods in the future.
REQUIREMENTS
No modloader required!
This mod works with the Too Many Items mod also, so you can give yourself any of these tools or ores.
Make suggestions on improvements I could make.
INSTALLATION
NOTE
Steel Ingots are made using the following recipe:
Enjoy!
CHANGELOG
1.0.2
Made ores softer and easier to dig.
1.0.1
Added ore spawn in map.
Fixed dig rate of stuff and strength.
Fixed steel crafting.
http://adf.ly/2GJYf [1.0.1]
http://adf.ly/2GKBi [1.0.2]
Dropbox link will be added soon