If you want to make a sword kill anything, instead of trying to make it do infinite damage, how about you just kill the mob (set its health to 0) when it hurts something?
Minecraft Skill Trees is the first Skill Tree mod to use my Library SkillTrees (needed and found here) and acts as a showcase as well as a development tool for Skill Trees mods. What this skill tree does is that it requires you to unlock a skill before you can craft certain items. You can unlock a skill by obtaining Skill Points and Experience. You can see what the skill requires by hovering over the skill. It is planned to add have more skills. To open the Skill Menu, press "k."
Getting Started
You start the game with 5 Skill Points. You earn more skill points by either getting achievements or by consuming a Skill Gem. You can craft Crafting Tables like normal, however, you cannot open the interface unless you have the Crafter's Skill. The Crafter's Skill cost 3 skill points (referred to from now as SP) and 10 levels. Obtaining these levels may be difficult as you have don't have access to any tools or weapons you normally do, so you may want to try to scavenge some armor/weapons from a village. Perhaps you will appreciate Crafting Tables after this. You can open the Skill Menu, by pressing "k."
The Initial Skill Tree
After you manage to get 10 levels, you're not done yet! The skills will become visible to you and you can choose what you want to put your points into. All armor, weapons, and tools are locked. This includes most items from other mods. To unlock them, you need to rank up your skill to a high enough level in the corresponding skill. The order of progression is for armor/tools is: Leather/Wood >> gold/stone >> iron/gold >> diamond/iron >> -/diamond. Each tier requires more skill points and more levels. (Later version will allow you to prestige and unlock more skills). Armor, weapons, and tools aren't the only things that are locked. Furnaces, Enchanting Tables, Brewing Stands, Doors, Beds, and even Chest are locked! It is up to you to figure out the best way to proceed based on your needs. Be careful though, you can't refund skills once you buy them!
Wow, client-server syncing is difficult when you're new at it, but I finally managed it (1.2.0.10) I also created a Sword Proficiency skill in the example tree to showcase how you could give the player extra damage based on what level their skill is and if they meet certain conditions (like holding a sword) using the interfaces ISkillTickable, ISkillStackable, and ISkillToggle (so players can turn it off if they want to).
I use eclipse myself. Get a firm understanding of the current modding system. Do expect yourself to master it quickly. You will most likely get really frustrated having ideas but not know how to implement them. I have a library Lazy Library here that creates a system of automated items and blocks. Feel free to look at the code to see how I do things. Developing addon's is a good place to start. Learn about what the original mod is doing by looking at its code. Get familiar with debugging tools. Most of it is experience and you'll get better gradually.
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What are you doing playing 1.6.4?
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This is what I used, the capability documentation.
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Use the capability system to create a new inventory
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If you want to make a sword kill anything, instead of trying to make it do infinite damage, how about you just kill the mob (set its health to 0) when it hurts something?
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Yes the Vanilla leveling system along with skill points earned by unlocking achievements.
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Releasing the first Skill Tree using this mod here!
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Oh so instead of only choosing one biome, you want to allow multiple ones?
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Wow, client-server syncing is difficult when you're new at it, but I finally managed it (1.2.0.10) I also created a Sword Proficiency skill in the example tree to showcase how you could give the player extra damage based on what level their skill is and if they meet certain conditions (like holding a sword) using the interfaces ISkillTickable, ISkillStackable, and ISkillToggle (so players can turn it off if they want to).
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It's funny, I just had a scare that I lost all my work while i was working to save it to github. Managed to recover it though. lol
Edit:
Code has been successfully saved here
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I think the problem is that not many people know how, and those who do are probably busy with other mods or real life
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I use eclipse myself. Get a firm understanding of the current modding system. Do expect yourself to master it quickly. You will most likely get really frustrated having ideas but not know how to implement them. I have a library Lazy Library here that creates a system of automated items and blocks. Feel free to look at the code to see how I do things. Developing addon's is a good place to start. Learn about what the original mod is doing by looking at its code. Get familiar with debugging tools. Most of it is experience and you'll get better gradually.
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First, update!
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I would suggest getting your mod up and running with a hard-coded recipe system, then worry about switching or implementing json recipes.