Just started using this mod yesterday. Have to say, it's good to see you're finally back and even better to see and experience how well the project is doing! Keep up the good work!
- TheXFactor117
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Member for 9 years, 10 months, and 4 days
Last active Mon, Aug, 30 2021 18:11:57
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DuNamarSundavar posted a message on Loot Slash Conquer -- Action-RPG mod inspired by Hack/Mine -- 0.6.2.2Posted in: WIP Mods -
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Manan6619 posted a message on Loot Slash Conquer -- Action-RPG mod inspired by Hack/Mine -- 0.6.2.2Posted in: WIP ModsAn exciting and expansive-looking project!
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FavouriteDragon posted a message on Loot Slash Conquer -- Action-RPG mod inspired by Hack/Mine -- 0.6.2.2Posted in: WIP ModsAwesome!
I've beem watching this mod's progress on discord, and it's incredible!
TheXFactor has been working really hard on this!
Can't wait to use it!
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Ithronyar posted a message on Loot Slash Conquer -- Action-RPG mod inspired by Hack/Mine -- 0.6.2.2Posted in: WIP ModsGood to see that this project is up and running. To everyone else: This is only the beginning! There are many planned features and ideas that aren't yet implemented. It's still fairly playable, though.
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khdudeable posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-betaPosted in: Minecraft ModsA minor bug I've found in b1.1.0 You can currently upgrade any ability past 3, which would be fine if it actually made the ability better, or updated the ability to show the next number of level. Like 'Light IV' or 'Poison VII' if you upgraded them to 4 and 7 respectively. Otherwise, it will hopefully be fixed soon.
And if you could add in commands for customizing an items rarity, level, or how many ability points it has, that would be great.
Other than that. Love your mod, and you did a great job with Levels 2. Was definitely worth the wait -
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CaerMaster posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-betaPosted in: Minecraft ModsQuote from TheXFactor117»Outside of new features, several minor bugs have also been fixed, including an issue in which you took damage whenever the Chained ability was triggered.
That wasn't minor. I've lost count of the times I died from damage from my own attacks, until I learned to immediately discard any weapon, no matter how good, the moment it gained the Chained
abilitycurse.
(Oh, and I lost several perfectly good horses to it, too. Suggestion: Chained should damage only hostile mobs.)
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Choonster posted a message on Editing Item NBT From Outside the Item's ClassPosted in: Modification DevelopmentQuote from TheXFactor117»
As a follow up question, I would assume this would be the wrong way of checking if the item is in the inventory as I'm getting a NullPointerException. I have a check to see if the item is in the player's inventory to begin with, followed by this for loop. The exception is thrown at the if statement as well, so my assumption would by that using getItem isn't right for this situation.
If there's no item in that slot, mainInventory[i] will be null. You need to check that it's not null before you call ItemStack#getItem on it.
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Choonster posted a message on Editing Item NBT From Outside the Item's ClassPosted in: Modification DevelopmentIf the player has to kill entities using the item, you can simply override Item#hitEntity to check if the first EntityLivingBase argument (the target) is dead and increment the kill count.
If the player can kill entities with any method, it's a bit more complicated, but still possible.
LivingDeathEvent includes the DamageSource that killed the Entity, you can get the source Entity with DamageSource#getSourceOfDamage and then check if it's an instance of EntityPlayer. You can then get the player's inventory from the EntityPlayer#inventory field and iterate over the InventoryPlayer#mainInventory array to check if each slot contains the Item and increment the kill count for each stack.
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Paleoneos posted a message on Exodus - The Journey Begins | An Immersive, Challenging AdventurePosted in: WIP ModsThis is quite the sum of ideas. I am keen on following the progress of this as I feel it could be up there with the top three current Dimension mods (that being the Aether, Twilight Forest and Between Lands).
I would suggest keeping that in mind while building this so that players can add on these without conflict of code. Also, I would also like to suggest that perhaps a plethora of nether mobs that all do the same thing (aka light you on fire) can be sort of monotonous and is fairly overdone. Try giving them another set of effects. Blindness is scary in the Nether as is Nausea. One of the worst is having a mob that has a natural Knockback to it. The fear of being knocked back into a puddle of lava is pretty real when in the nether and could immersify (immersify? Is that even a word) the player into the game more.
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Leonar4 posted a message on [b1.2.3] Ascension - An Immersive, Challenging Adventure Awaits... | Bosses : Mobs : Dungeons : Unique WeaponryI must say, this looks rather promising based off of what you have shown. I'm quite impressed by the work that has gone into this(and your ability to get structures to spawn perfectly, which i cannot seem to achieve.)Posted in: WIP Mods
It really does deserve more recognition. Props to you and your team and i hope this project accomplishes all it aims to acomplish. - To post a comment, please login.
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Alpha 0.6.1.2 has been released.
Fixes some more bugs and crashes.
Changelog:
+ Added Chinese and Russian translation files.
* Fixed stats glitching health/mana when switching weapons/tools (not all cases were handled last update).
* Fixed weapon attributes not firing correctly when attacking.
* Small miscellaneous tweaks and fixes.
The download can be found here.
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Glad you enjoy it
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Alpha 0.6.1.1 has been released.
Fixed a few crashes and bugs, as well as added a few new config options.
Changelog:
+ Added config options for Area Level.
+ You can now specify the starting Area Level of the three vanilla dimensions, plus a default value for modded dimensions.
+ You can make a specific dimension have a static level, so that the Area Level remains the same throughout.
* Fixes crash when crafting a weapon when you haven't selected a class yet.
* Fixes stats glitching health/mana values when switching weapons/tools.
* Fixed issue with the max mana multiplier causing you to have massive amounts of mana when upgrading Wisdom.
Download can be found here.
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New weapon types:
Special weapons:
Baubles jewelry:
Scrolls:
Weapons and Armor with randomly generated stats:
Player Information GUI:
Randomly generated tower dungeon:
Tower dungeon room variants:
Tower treasure room:
Hand-made boss dungeon:
Custom monster leveling and tiers:
A couple custom monsters:
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Alpha 0.6.1.0 has been released.
Added a configuration file and fixed several important bugs and crashes. The configuration file contains a ton of options, though more are expected to be added overtime.
Changelog:
+ Added configuration file.
* Fixed some more naming "Error" issues.
* Fixed crash when using weapons with +elemental damage.
The download can be found here.
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Glad you enjoy it
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Alpha 0.6.0.2 has been released.
Fixed several more bugs and issues.
Changelog:
* Fixed modded monsters not getting levels/rarities applied to them. Monsters which implement IMob will work by default - this includes monsters which extend EntityMob. Monsters which don't implement IMob will not work and may need custom integration.
* Fixed issue with mana resetting to zero when re-loading a world.
* Fixed some naming "Error" issues which slipped through the previous hotfix.
* Fixed crash when the game tries spawning certain entities.
* Fixed staves disappearing when used in the offhand. Staves used in the offhand will now fire correctly.
* Fixed bug where staves could block all incoming damage when in use.
* Potentially fixed bug where elemental damage blows won't give the player experience for the kill.
The download can be found here.
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Alpha 0.6.0.1 has been released.
Fixes several bugs and issues.
Changelog:
* Fixed some stats not updating correctly. The entire system of how it gets updated and how stat bonuses apply will be re-written in the near future. I'll be adding all of the stat bonuses and balancing the current ones as well.
* Fixed randomly generated items having "Error" names.
* Fixed bug where players could hurt themselves when using a staff.
* Fixed server-side bug causing modded containers to not open.
The download can be found here.
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I'm going to be working on re-working the thread slightly to include some more information about the future of the mod. Since the mod is only an Alpha, we have a TON of ideas and features we're currently working on. I'll post a Planned Features section/link in the near future which will outline many of the things you'll be able to expect in the next few Alphas.
As far as some of those things go, I'm going to be working on getting a configuration file/Gui up and running. I'll also add in a few commands, primarily for my debugging purposes, but some people have expressed interest in testing out features that way.
Mod content-wise, Ithryonar is working up some improvements to the boss structure, which will include custom modeled loot chests, different decoration blocks which can be smashed to find loot, and other blocks and improvements which also may generate loot. We'll also eventually convert all of our structures to use our own Dungeon Blocks, which will allow us to implement features like regenerating dungeons as well as different tiered dungeons.
We're also working on getting a new dungeon algorithm working to spawn sprawling, procedurally generated dungeons underground, which will typically be more difficult than towers and contain more loot too! To go with it, we'll be prototyping an ability system, allowing you to perform a variety of actions to help you out in combat as well as a few different scenarios. Pictures and updates of progress on these new systems will be posted here as they become available.
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The widget has been fixed in the thread.
A small bugfix update will be released later today to fix a few issues that have come up, primarily dealing with how stats are updated.
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For those of you who are interested in the other project I am developing, I've publicly released the alpha of the mod. It's called Loot Slash Conquer, and you find the thread here.
As far as Levels goes, I'll look to update it as soon as possible.
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On a Mac, Minecraft's game files are located in /Library/Application Support - is that the minecraft folder you are accessing? The mods folder will always be generated there. If you don't know how to access your Library folder (since it isn't visible by default), hit Command+Shift+G and enter ~/Library/ - this will take you to the Library folder.
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When testing mods inside your development environment, you need to use the deobfuscated version of the mod, not a normal download.