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WhiteLeaf Mod v0.1 Notes

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Apr 15th, 2013
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  1. ~The WhiteLeaf Mod~ - by Mykrominer
  2.  
  3. This is a mod that's currently in development, which aims to add lots of features to the game, but at the same time bring Minecraft back to the Survival game it was always meant to be (in my opinion).
  4. Core concepts that minecraft used to have like careful resource management and constant danger have been diluted over time (again, in my opinion), and this mod will try to bring some of that back and enchance them.
  5.  
  6. And so, I would like to take some time to fully flesh things out that I didn't really have enough space for in the main mod thread.
  7. This is a more in-depth list of features so people who want to follow this mod closely can get a feel for what I'm aiming for.
  8.  
  9. Here's how v0.1.- is going to be developed:
  10. v0.1.1: Dual-Wielding + Status Bars
  11. v0.1.2: Melee Part 1
  12. v0.1.3: Archery Part 1
  13. v0.1.4: Magic Part 1
  14. v0.1.5: New Enchanting System
  15. v0.1.6: Melee Part 2
  16. v0.1.7: Archery Part 2
  17. v0.1.8: Magic Part 2
  18. v0.1.9: Double-check for full SMP Compatibility, Improve v0.1 sprites, and finalise Enchanting System
  19.  
  20. ~
  21.  
  22. Here's a version of my notes (for everything in v0.1). Not everything that's in here will be added upfront, because some of them may rely on future updates.
  23.  
  24.  
  25. DUAL-WIELDING
  26. Blue Inventory Square = Main Hand
  27. Orange Inventory Square = Off Hand
  28. Hold CTRL to switch to Off-Hand
  29. "Tenth" hotbar slot = The Glove Slot.
  30. Only gloves can be placed in this square, no other items
  31. Can be used to have nothing wielded even if you're hotbar is full
  32. Switch to the glove slot by pressing '0'
  33. Two shoulder slots
  34. Can only hold things like backpacks, quivers, etc.
  35. Backpacks cannot be placed in the inventory, they can only be placed in either of the
  36. two shoulder slots
  37. This is to prevent people from being able to have tons of inventory space by having
  38. lots of backpacks
  39.  
  40.  
  41. STATUS BARS
  42. All Bars are counted in eights or sixteenths, instead of halves
  43. Mana
  44. Blue/Purple stars
  45. Low initial capacity, more capacity when wearing better mage gear
  46. You will always see the same amount of stars, but better capacity uses
  47. less stars per spell.
  48. Better magic "draw" speed when using better magic weapons
  49. When charging a spell, some mana is drained to power the spell,
  50. and some is drained over time.
  51. This means that better staffs are more efficient, because you won't be
  52. wasting as much mana.
  53. Energy
  54. Yellow outline over mana stars
  55. Used for dynamic moving, maybe? Grabbing, Boost Sprinting?
  56. Health
  57. Red: Normal
  58. Green: Poisoned
  59. Black: Withered
  60. Yellow: Radiation(?)
  61. Orange: Overheating
  62. Cyan: Freezing
  63. Grey: Suffocating
  64. Shield/Armour
  65. Metal outline over health hearts
  66. Coloured outline if gem-enchanted & charged.
  67. When wearing armor enchanted by a gem, you will be able to have a
  68. special ability that will last for a very short amount of time,
  69. and will take a while to recharge.
  70. When activated, your armor will begin to glow, and the set effect
  71. will take place.
  72. Enchanted Armor Set Effects: (Full set lasts for ~8 seconds, recharges in ~8 mins)
  73. Sapphire: Magic/Effect Immunity
  74. Emerald: Extreme Agility
  75. Ruby: ?
  76. Diamond: Blast/Projectile Invulnerability
  77. Dragonstone Ore Vision
  78. Onyx: Invisibility
  79. Temperature
  80. Red/Blue disc outlines
  81. Left disc is x100% red, Right disc is x100% blue, Middle disc is x50%/x50%
  82. Line between red+blue will slowly move depending on the outside temperature
  83. Air
  84. Air bubbles, outside discs
  85. Depletes in water
  86. Depletes in suffocation
  87. Hunger
  88. Meat piece
  89. Amount of health you will regenerate will be severely nerfed.
  90. Cold Temperature = Faster hunger degen
  91. Thirst
  92. Water column
  93. Fresh water should be used only
  94. Salt water = salt water "poisoning", similar to rotten flesh
  95. When drinking salt water, your regular thirst bar will start to fill up with
  96. a whiter thirst bar each time you drink salt water.
  97. Although it does help your thirst a bit, this "salt" bar takes a long time
  98. to go away. If your "salt" bar exceeds your thirst bar, you will
  99. start to take damage.
  100. High Temperature = Faster thirst degen
  101.  
  102.  
  103. MELEE EXTENSION
  104. ING SPD DMG RNG KBK BLK
  105. Weapons
  106. SingleHanded:
  107. Dagger 1 5 1 1 1 1
  108. Spear 1 4 1 5 1 3
  109. Rapier 2 4 2 2 1 2
  110. Mace 3 3 2 2 4 3
  111. Scimitar 3 4 2 2 2 1
  112. LongSword 4 3 3 3 2 2
  113. BattleAxe* 6 2 4 2 3 2 *Hatchet
  114. TwoHanded:
  115. Scythe* 3 4 2 3 1 2 *Hoe
  116. Warhammer* 2 1 5 4 1 2
  117. Halberd 4 1 4 5 3 4
  118. TwoHandedSword 6 1 5 3 4 2
  119.  
  120. Loot-Only Weapons and/or the recipes for them can only be obtained in dungeons and
  121. strongholds (in chests)
  122. When you obtain a recipe, you must place a certain amount of ingots and the recipe
  123. (looks like a piece of paper) in a crafting table.
  124. The recipe and the ingots are then consumed to make the weapon.
  125. SingleHanded + LootOnly:
  126. HandBlade 6 4 3 1 1 1
  127. WarPick 4 3 3 3 1 3 *Pickaxe
  128. Flail 4 3 4 1 2 2
  129. TwoHanded + LootOnly:
  130. BattleSpear* 4 3 4 4 1 3 *Shovel
  131. DoubleBlade 8 2 5 2 3 1
  132.  
  133. Armor
  134. Helmet
  135. Body
  136. Legs
  137. Boots
  138. Shield (counts as weapon, not armor)
  139.  
  140. Potion Buffing
  141. You will be able to make a certain kind of potion (like you can with splash potions)
  142. that is called a "buffing" potion.
  143. You can use this buffing potion with a weapon in a crafting square or table to buff
  144. your weapon in a certain way, depending on the potion effect.
  145. For example, if you buff a weapon with a potion of poison, your weapon will
  146. have a chance of poisoning the target.
  147. You can only buff a weapon once, buffing it with another will remove the old buff.
  148.  
  149. Weapon+Armor Tiers
  150. Metals = Ingots
  151. 2x Ingot = 1x Plate (Plate)
  152. 4x Ingot = 1x Block (Compressed Ingot)
  153.  
  154. Materials
  155. Other: Wood/Stone
  156. Metal: Gold/Bronze/Iron/Steel/Adamantite/Meteorite
  157. Specl.: Elemental
  158.  
  159. ARCHERY EXTENSION
  160. Weapons:
  161. ShortBow Weak but fast
  162. LongBow Stronger but slower
  163. CompositeBow Longbow + Higher Power
  164. SniperBow Longbow + More Accurate
  165. Elemental Bow Longbow + Elemental Ability
  166.  
  167. Crossbow Average all round
  168. CompositeXBow More power
  169. HunterXBow Faster reload, no metals required, quiet shot
  170. RapidFireXBow Loads multiple shots (max 4), longer reload
  171. ElementalXBow Same as Crossbow + Elemental Ability
  172.  
  173. Ammunition: 1 arrowhead + 1 stick + 1 feather = 1 arrow.
  174. Feathers have increased drop rate to compensate.
  175. To craft an arrowhead, you must place three desired materials (like iron ingots)
  176. in a crafting square, leaving one space empty
  177. If you want to create modified arrowheads, you can place coal, slimeballs, gunpowder,
  178. a potion, etc. to give them bonus effects. See "Modified Heads" below.
  179.  
  180. Bow Ammo:
  181. Flint Arrow Low Damage
  182. Obsidian Arrow Better damage than Flint, but poor armor penetration.
  183. Efficient for hunting, because animals don't have armor.
  184. Metal Arrow Made with ingots; Enchantable
  185. Elemental Powder Can be used only with corresponding elemental bow or xbow,
  186. enhances ability greatly.
  187. Crossbow Ammo:
  188. Metal Bolt Made with two ingots; Enchantable
  189.  
  190. Special Shots: (Max stack = 16).
  191. Instead of using arrowheads, these are made with other materials.
  192. Tend to be low base damage, but provide much better effects than modified ammo.
  193.  
  194. Incendiary (Coal) Small explosion of fire, setting fire to multiple blocks.
  195. Must be lit.
  196. DoubleShot Two arrows + rubber. Shoots two, at different arcs.
  197. Works with flint,obsid,metal
  198. BounceShot (Slimeballl) Bounces off many surfaces.
  199. Explosive (SmallCharge) Heavy. Must be lit.
  200. PotionArrow (Potion) Delivers full potion effect. Heavy.
  201.  
  202. Modified Heads: To create a modified head, you must place the modifier in the empty
  203. square when making arrowheads.
  204. Incendiary Coal Better chance of creating fire. Must be lit.
  205. Bouncy Slime Bounces off surface.
  206. Explosive GunPwd Explosive Shots.
  207. PotionEffect Potion Provides small potion effect.
  208.  
  209. Note on: "Must be lit."
  210. To "light" arrows with fire, you must have a flint+steel or other fire source
  211. in one hand, and the arrows in the other.
  212. Then shift-rightclick with whatever hand has the flint+steel, to light the item
  213. in the other hand on fire.
  214. Then, before the arrow burns out, switch the flint+steel to your bow,
  215. and shoot.
  216. Might be difficult at first, but hey, fire arrows!
  217. Unless you're using coal arrows or coal modified arrows, it will have only a
  218. small chance of setting the target on fire.
  219.  
  220. Armor Tiers:
  221. Animals > Leather
  222. 4x Leather = 2x Hard Leather
  223. 2x Hard Leather + 2x Ingots = 2x Studded Leather
  224.  
  225. String
  226. Hemp > String
  227. Flax > Bowstring
  228. Cooked Meat > Sinew
  229.  
  230. Tier 1 Bow: Sticks+String
  231. Tier 2 Bow: Planks+Bowstring
  232. Tier 3 Bow: Blocks+Sinew
  233.  
  234. Although I may add lots of trees, I will seperate them all into 5 categories when creating bows.
  235.  
  236. Quiver Holds 4 stacks of arrows, speeds bow drawing when worn in shoulder slot
  237. BoltPack Holds 4 stacks of bolts, speeds crossbow loading when worn in shoulder slot
  238.  
  239. Another feature I plan to implement is using your mousewheel while the bow is being drawn to
  240. allow you to choose the draw power.
  241.  
  242. MAGIC
  243. Weapons:
  244. Wooden Wand
  245. Wooden Staff
  246. Wooden [Element] Staff
  247. Metal Wand
  248. Metal Staff
  249. Metal [Element] Staff
  250. Elemental Wand
  251. Elemental Staff
  252.  
  253. Armor:
  254. Hood
  255. Robe Top
  256. Robe Bottom
  257. Boots
  258.  
  259. Elements:
  260. There will be 10 Elemental Realms (Nether, "End", and 8 new ones)
  261. that each require a different portal.
  262. These are (Air/Storm, Water, Earth, Fire(Nether), Ice, Nature, Light,
  263. Dark, Arcane("End"), and Ancient.
  264. In each realm, there are designated strongholds, which are home to the elemental mobs.
  265. Killing these will drop elemental items (Blaze Rods for the Fire Realm).
  266. Each of these can be crafted into 4 elemental powder, or 4 of them can be
  267. crafted into 1 better elemental item.
  268. For example, one blaze rod can be crafted into 4 blaze powder.
  269. 4 blaze rods can be crafted into 1 blaze core.
  270.  
  271. Books:
  272. Books are used to cast weapons, and must be held in one hand in order to cast them.
  273. In order to enchant a book with a particular element, you must surround a book
  274. with 8 elemental powder (ex. blaze powder).
  275. It will then become an Elemental Book I, which will give you access to the first four spells.
  276. To improve it one level, you must surround an Elemental Book I with
  277. 8 elemental items (ex. blaze rods).
  278. This will give you access to the next four spells, totalling eight.
  279. The last level is obtained by surround an Elemental Book II with 8 better
  280. elemental items (ex. blaze cores).
  281. This will give the last two spells.
  282.  
  283. When you have a book in one hand, and bare fists or a wand/staff in the other,
  284. and you hold right-click, then you will begin drawing power, similar to how you draw a bow.
  285. This will drain mana, and some of this mana will power up the spell, and some
  286. will be wasted depending on how good your wand/staff is. (better staff = less mana wasted)
  287. Then simply release the right-click, and the spell will be casted.
  288.  
  289. To switch spells, right-click whichever hand the book is in, and the book will open.
  290. As a shortcut, simply press a number between 1-9, which correspond to the number of the spell.
  291. '0' is the tenth spell, if you have it unlocked.
  292.  
  293. Armor Tiers:
  294. Hemp > Cloth
  295. 4x Cloth = 2x Hardened Cloth
  296. 2x Hardened Cloth + 2x Ingots = 2x Chained Cloth
  297.  
  298. I will attempt to add two spellbooks at first. The rest will be added when I add their respective elemental realms.
  299.  
  300.  
  301. ENCHANTING
  302. Vanilla Enchanting Tables will be *REMOVED*.
  303. They will be replaced with new enchanting tables, but the whole enchanting system will be different.
  304.  
  305. Instead of enchanting with levels, you enchant with gems.
  306. Each gem affects tools, weapons and armor in different ways.
  307.  
  308. You will also be able to enchant stuff with elemental powder, which will affect things in other ways.
  309.  
  310. Only ingots, leather, and cloth are enchantable.
  311.  
  312.  
  313. Gems are listed in order of rarity:
  314.  
  315. Sapphire Is magic based. Tools will be given Silk Touch.
  316. Weapons deal bonus magic damage. Armor is resistant to magic.
  317. Emerald Is agility based. Tools will be more efficient.
  318. Weapons are given bonus reach and knockback. Armor is lighter.
  319. Ruby Is strength based.
  320. Diamond Is durability based. Tools will be sharper (can mine tougher ores) and more durable.
  321. Weapons will be sharper (armor penetration) and more durable.
  322. Armor absorbs more damage and is more durable.
  323. Amethyst Is loot based. Tools will provide more resources.
  324. Weapons will provide better drops. Armor protects items on death,
  325. depending on how many armor pieces you're wearing.
  326. However, Amethyst Armor does not protect itself,
  327. you will still lose the armor on death.
  328. Onyx Is stealth based. Tools will ???. Weapons will ???.
  329. Armor decreases the noise you make, makes you less visible.
  330. Will also remove your nametag completely when wearing the full set.
  331. Solarite Is space based. Only comes from meteors.
  332. This is a direct reference to another game I'm very fond of :).
  333. Hint: it's related to my profile pic.
  334. Solarite won't be implemented until after v1.0.0. I can say that the armor will
  335. provide protection against vacuums or extreme pressures.
  336. ~
  337.  
  338. Extras:
  339.  
  340. I) Origin of the Name
  341. Originally this was going to called the "Vanilla 2" mod, but I quicly realised that it would be a bit confusing when trying to search for it. I decided to keep the two vanilla petals as a sort of metaphor to the old name, though, which is why the logo is the way it is and thus where the name comes from. Doesn't really matter that much, but just thought I'd point it out.
  342.  
  343. II) Stand-alone vs Forge/Modloader Compatibility
  344. I'd like to address the reason why this is a standalone mod, because I know I'm going to be asked this a lot. It's not because I'm against forge or modloader in any way; I would agree that mod-compatibility is probably a better choice for certain kinds of mods.
  345. Here are the main reasons:
  346. 1) Making sure that my mod is compatible with other mods makes it quite difficult to completely overhaul certain features in the game. It also makes it more of a hassle to change things already in the game.
  347. 2) I would have to spend a lot of time making sure that my mod is compatible, even though I myself don't want other mods to be used with mine. I have plans to add an item that functions as a minimap, and so even minimap mods would create an upset.
  348. 3) I prefer being in control of my mod, and don't want it to be completely dependent on another platform. If there's a bug or issue with my mod, I want to be the one who can/has to fix it. This might be more of a personal preference, but I still find it valid.
  349.  
  350. Just as an example: When making metal plates for weapons/armor with better armor penetration/protection, I wanted to use the crafting recipe that was occupied by pressure plates. Rather than have to go about changing it in a round-about way, I simply had to change a "##" to a "###" and change the number of pressure plates received from the recipe from '1' to '2'. Being able to shape the mod this quickly gives me time to spend making textures and writing the important code. It also lets me optimise code whenever I come across something I can improve.
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