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SQMC - MMORPG in Minecraft - Testers Needed

4 emeralds42 replies809 views
created 10/09/2018 4:47 pm by SqueezeTheorem
last reply 01/13/2019 4:25 pm

NEW: Sign up to become an alpha tester on our new Discord server here (server ID p2Ud3qD).

JoioiQ-4iaY

Most recent progress video




What is SQMC?

SQMC is a complete and functional MMORPG made entirely in minecraft, using exclusively the Bukkit API.

Are you looking for staff, I.E. Owner/Admin/Moderator?
Not currently.

When will SQMC be live?
The current goal is the end of December or the beginning of January.

What are the core features of SQMC?
green = Complete, orange = in development, red = planned
- 12 different skills
- Quests
- Skill-specific resource gathering
- Skill-specific crafting
- Dynamic interface system
- Region-specific music tracks

- Unique combat system built on top of the vanilla
- Custom entity system with a robust dialogue system
- Items with flavor text
- Calculus-based Animations
- Instanced dungeons
- Player-driven economy
- Synchronized database for cross-server player profiles

What skills have been added so far? What skills are planned?
The skills system has been sufficiently developed for early access, and no skills are currently being developed as a result. Skill development will resume later on. Green skills have been added and are functional, while red skills are planned. Orange skills are under-developed.
Woodcutting
Mining
Fishing
Smithing
Firemaking
Cooking
Hitpoints
Defense
Magic
Strength
Ranged
Larceny
Alchemy

Enchanting/Imbuing
Carpentry/Woodworking
Farming

What map are you using?
Special thanks to PMC member @Moonti for creating his map "Le Monde" and for allowing it to be reused, with attribution. You can find the project here and his profile page here. Also, special thanks to PMC Member Luna for continuing to build structures onto the Map and continuing to be the driving force in SQMC's game world development.

Do you plan to monetize SQMC? Will it be pay-to-win?
Eventually SQMC will be monetized, though that's not something we're likely to do for the foreseeable future. When the time comes, we will eventually migrate to a pay-to-play and a free-to-play hybrid model, where there are free and paid servers that utilize the same database, allowing players to seamlessly transfer back and forth between versions.

SQMC will definitely not be pay to win. The only items or effects you'll be able to purchase will be purely cosmetic.





Screenshots








































Latest development build
SQMC Indev v 0.16 "The Philosopher's Stone":

Added:
- Progress bars for each skill. Each progress bar remains visible for 6000ms after the last time you gained xp. These progress bars can be toggled on and off in the /settings UI
- CombatItem.java now supports custom colors for leather armor
- Player banking, complete with district-specific banking. Up to 450 items can be stored.
- The Alchemy skill (formerly known as chemistry)
- Brewing stands and Enchanting tables now open alchemy crafting UIs
- Two new recipe types: ALCHEMY_BREW and ALCHEMY_ENCHANT
- Made the volume for recipe SFX uniform

Changed:
- Bounded entities will now ignore their bounded region if they have been damaged by a player in the last 60 seconds, or targeted a player in the last 60 seconds.
- Bounded entities can now be damaged by players outside their wander radius
- Visiting the server's DynMap now directs you to a very primitive server website
- A select number of items can now be stacked *infinitely* using the SQMC "Count: <int>" tag.


Poll: What would you like to see in SQMC most?
Posted by avatar
SqueezeTheorem
Level 4 : Apprentice Modder
61

42 replies

1
01/13/2019 4:25 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
bumperino
1
12/29/2018 1:59 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.16:

Added:
- Progress bars for each skill. Each progress bar remains visible for 6000ms after the last time you gained xp. These progress bars can be toggled on and off in the /settings UI
- CombatItem.java now supports custom colors for leather armor
- Player banking, complete with district-specific banking. Up to 450 items can be stored.
- The Alchemy skill (formerly known as chemistry)
- Brewing stands and Enchanting tables now open alchemy crafting UIs
- Two new recipe types: ALCHEMY_BREW and ALCHEMY_ENCHANT
- Made the volume for recipe SFX uniform

Changed:
- Bounded entities will now ignore their bounded region if they have been damaged by a player in the last 60 seconds, or targeted a player in the last 60 seconds.
- Bounded entities can now be damaged by players outside their wander radius
- Visiting the server's DynMap now directs you to a very primitive server website
- A select number of items can now be stacked *infinitely* using the SQMC "Count: <int>" tag.
1
12/19/2018 6:11 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.15 "Developers, Developers, Developers!":

Added:
- ConfigManager.java - handles SQMC plugin configuration to allow for per-shard setups. The only settings so far are MySQL related.
- Player inventories are now carried between shards.
- Instances of GenericMob can now be constructed from JSON documents to allow for non-programmers to easily create entities
- Instances of CombatItem can now be constructed from JSON documents to allow for non-programmers to easily create combat items
- Instances of SQMCRecipe can now be constructed from JSON documents to allow for non-programmers to easily create recipes

Changed:
- Most custom items are no longer stackable.
- Item requirements for melee weapons are now enforced by the CombatManager class
- The Strength skill guide now displays melee weapons, showing their requirements and the stats they provide
- Region data is now stored in regions.json within the SQMC jar
- Songs are now saved in the ./songs/ directory within the SQMC jar
- The defense and accuracy of combat items is now described by the following function where x = level required to use the equipment, i = proportionalityConstant, j = styleMultiplier, and e is Euler's number: floor((e^((x+1)/17.5) + (ln(500x))^2+10+((x-15)/3.75)^2)*i*j)

Bug fixes:
- Gold is now properly saved to and loaded from the database (for real this time!)
- If a player's profile fails to load when connecting, they will no longer be able to join the server.
1
12/15/2018 1:34 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.14:
Added:
  • The larceny skill. The larceny skill revolves around disrespecting, and often outright ignoring, the concept of personal property! Currently, the only way to train the skill is to pickpocket NPCs. To pickpocket an NPC, right click them while crouching. If the NPC isn't pickpocket-able, nothing will occur.
  • Cows can now be found on the Uppkomst farm
  • Uppkomst got its first blacksmith, who sells wooden tools and calcium carbonate.
  • An undead elevator operator who can take you down into the Uppkomst mines
Changed:
Recipe System:
  • Recipes are now no longer instantly crafted. Clicking a recipe icon now assigns a current recipe to the player who clicked it. A player's current recipe is crafted every 5 seconds.
  • Recipes now have a sound played when they're crafted
  • Moving will cancel whatever it is you're crafting
  • When a fire that you're using burns out, if you're cooking fish, you'll stop cooking and have to light another fire
NPC Shopping:
  • Items can now be sold to NPC shops by picking up an item in your inventory, and placing it down over the corresponding shop icon in the NPC shop.
  • Randy's Melon Emporium and Marianne's Flower shop has been emptied of their contents while shops are re-evaluated.

UI System:
  • When using an interface, you're now able to pick up items in your own inventory. Previously, all inventory actions were blocked when using an interface.
Entity System:
  • Re-implementation of GenericMob.java
  • Entity interfaces defined more explicitly in hierarchical terms
  • Lootable.java redefined in a way that eliminates references to DropTable.java
Bug Fixes:
  • Currency is now properly loaded from and saved to the database.
TODO:
  • Fix the bug where placing an item into an empty UI slot can sometimes make it vanish
  • Prevent players from drag clicking items into shop interfaces, as this will cause their items to vanish
1
12/10/2018 11:34 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
New skill in 1.14, patch notes soon
1
12/08/2018 12:13 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
My exams are almost over and the project will resume soon! :)
1
12/06/2018 10:24 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
New recipe system in 0.14
1
12/03/2018 6:15 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
I haven't had much time to program with exams coming up soon, but a Wikia is under way, and there's a lot to be documented. I'm considering adding a Wikia contributer rank, or offering some sort of reward for Wikia contributers.
1
11/30/2018 1:50 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Project on hold until December 12. Got finals coming up soon.
1
11/26/2018 10:49 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
We're taking alpha tester applictions for those interested
1
11/25/2018 1:14 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.13: Quest system improvements

Added:
- Embargo quest, an introduction to the communist quest line.
- Quest log feature. Clicking on a quest icon from the /Quest interface now gives you a book filled with your current progress for that quest, hints, and a summary of the quest's events.
- Conditionally visible entities. Conditionally visible entities are only visible under certain circumstances. This mechanic will primarily be used for quests. A typical example of how a conditionally entity would be used is as follows: Suppose an NPC says "Meet me in the mines." With the conditional visibility system, a second copy of that NPC could exist in the mines, and remain invisible until the player was instructed to meet them there.
- Several NPCs around Uppkomst
- A few new NPC shops and items, the Uppkomst Melon Emporium and Uppkomst Flowers.

Refactored:
- Changed how Boundable entities are confined within their bounded region, preventing unusual behavior and entity suffocation
- Pickuping up and dropping items will now end NPC conversations
- Converted the database system from a local, JSON text-based system to MySQL. Massive update! Enables bungee cord support, data analysis, and support for an auction house in the future.
1
11/24/2018 1:36 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Major improvements to the quest system in 0.13, including conditionally visible entities for more dynamic quests
1
11/23/2018 1:29 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
First quest is online! Kinda short, but that's fine. It's the beginning of the story line.
1
11/22/2018 12:18 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Quest system just got a bit of a face lift
1
11/20/2018 11:40 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
I'm pleased to finally have a working /settings GUI to let you easily toggle stuff. You can see a demo in the posted video.
1
11/19/2018 10:59 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Thanks to the NoteBlockAPI, we now have full length sound tracks playing on the development server, including Beethoven's 5th. We might have unique sound tracks later, but for now, stay tuned!
1
11/18/2018 4:05 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Latest development build
SQMC Indev v 0.11 - Technical update
Added:
- Zap spells. Zap spells emit a beam from the player, damaging the first entity struck. Zap spells cannot travel through walls. Zap spells play a sphere animation when they strike a target, and play no animation if they miss.
- Electric potential spell, a low level zap spell

Refactored:
- Mana per second formula changed from floor(witchcraft-level / 5) + 1to floor(witchcraft-level / 20) + 1
- Maximum mana changed from lvl * 10 to lvl * 5
- Projectile spells and ranged projectiles no longer depend on the vanilla scoreboard system
- Default spellbook name changed from "Infernal spellbook" to "Standard spellbook"
- Twister renamed to Arcanopulse. On-hit-effect removed.
- Entity API no longer relies on The scoreborad, or entity IDs. The removal of the entity ID system makes the Entity API significantly more flexible, specifically because it allows for the creation of entities during runtime.
- Firemaking fires now must be lit at least 2 blocks apart from each other
- SQMCEntity index replaced by Anchorable index

Removed:
- All spells except Uppkomst teleport, Electric potential, and Arcanopulse
- Entity ID system. Custom entities no longer use the vanilla scoreboard system, and use maps instead.
1
11/17/2018 1:34 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
0.11 out soon
2
11/13/2018 3:46 pm
Level 24 : Expert Dragonborn
kitt-chan
avatar
How about a skill similar to the Crafting skill in RuneScape?
1
11/13/2018 4:41 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Right now, I'm planning on adding the magic equivalent of crafting, enchanting. I'd like to add crafting for ranged, but I gotta decide what to use for ranged armor. All the metallic armors except gold are currently reserved for melee, and magic is gonna use dyed leather armor as robes, so that doesn't leave me with much to choose from.

I could use gold armor for ranged, but that's kinda weird thematically. An alternative option would be using dyed robes for magic and ranged, and just using different colors I guess.

TL;DR, I wanna add crafting but I'm not sure what the best way to go about it is right now.
1
11/13/2018 2:56 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.10
Added:
- Cobblestone tools
- NPC shops
- Dying in any way causes you to lose half your gold
- Regions, cuboids, and DynMap support for regions and cuboids. A Region is a collection of cuboids. Regions have a color, a name, and a description, and will eventually also have an associated music track. Regions may also eventually have specific flags associated with them, such as canBuild and canPVP.

Refactored:
- Skill guides. Skill guides are now proper interfaces, not just inventories. the Smithing section of the skills UI now has support for multiple pages
- Smithing recipes have been given their proper level and item requirements

Removed:
- Blessed stone tools

Bug fixes:
- Fixed a bug where bounded entities weren't being properly contained

TODO:
- Uncharged robes
- Soul essence
1
11/10/2018 11:40 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.9 - Miscellaneous updates
Added:

- Breath of life spell - Heals you for 50% of your maximum HP
- Second wind spell - Completely restores your stamina
- Take flight spell - Begin levitating for 20 seconds
- Leap of Faith spell - Jump into the air and manage to still land safely
- Twister - Damages target slightly, knocking them up into the air
- Upkommst teleport - Teleports you to the island of Upkommst
- Scoreboard HUD that can be toggled on and off with the /hud command. This HUD displays the current in-game time, your current gold, and your current mana
- The in game time now changes at a rate 20 times slower than the vanilla game. This cannot be toggled off, currently.
- Tridents are now a recognized ranged weapon
- Multi-page interfaces. A forward and backward button will appear in crafting interfaces that have too many items to contain everything. The Smithing Anvil GUI is the only interface to use this so far.
- Hard leather armor
- Steel armor and tools
- Iridescent armor and tools
- Radiant armor and tools

Refactored:
- Mana is now an arbitrary field within the PlayerData class, not a player's vanilla XP level.
- Magic skill renamed to Witchcraft

Removed:
- Gold armor and tools
1
11/09/2018 11:54 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Alpha tester applications still open
1
11/08/2018 2:21 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
bumperino
1
11/06/2018 11:29 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
0.9 incoming with some UI changes and new items -- stay tuned
1
11/05/2018 6:59 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Latest development build
SQMC Indev v.08: Grindable mobs

Added:
- Boundable mobs, that is mobs that cannot walk beyond a certain radius from their spawnpoint. Boundable mobs cannot be injured by players who are outside their radius, or when they are targeting an entity outside their wander radius. This is a preventative measure for two easy exploits, firstly"dragging" an entity to the edge of its radius and attacking it outside an invisible border of sorts, and secondly, having a friend "distract" the mob from outside its radius while you kill it. Note: wander radius includes horizontal AND vertical distance (3D distance formula).
- Respawnable mobs. Respawnable mobs will respawn after a fixed delay, if they have an assigned spawnpoint.
- GeneircMob.java. This class serves as a blueprint of "grindable mobs," mobs that are intended to be killed repeatedly for experience, items, or fun.
- Custom items can now have pointless enchantments to indicate that they are high tier due to the enchanted glow effect. For example, the new Steel ingot item has thorns to visually differentiate it from iron ingots.
- Steel ingots (no recipe yet)

Bug fixes:
- Fixed a bug where the same SQMCEntity, with the same spawn point, could be spawned twice if its spawn chunk was loaded while it was queued to respawn in the future

Refactored:
- SQMCEntities are now cleared on chunk load, prior to spawning in new entities, rather than chunk unload.

Removed:
- Earth orb spell
- Fire orb spell
-Air orb spell
1
11/03/2018 5:48 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.7 - Refactoring, Magic, & Animations

Added:
- Manna system for the magic skill
- Mana/second = Math.floor(magic level / 5) + 1
- Spells now play sound when cast
- Test teleport spell
- Double Helix animation for teleport spells
- Damage and accuracy to projectile spells
- XP on-cast for projectile spells

Refactored:
- Anchorable entity system. If an anchorable entity moves around, and already exists in the game world, it will not be spawned again when its spawn chunk is loaded, preventing duplicate spawns and allowing anchorable entities to move freely
- Magic system more Object-oriented, made more flexible. Sub-classes depend more heavily on Spell superclass.
1
11/02/2018 10:43 am
Level 2 : Apprentice Crafter
Ravenpotter3
avatar
do you need any builders? i would love to help build,
1
11/02/2018 1:10 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Yes, we could definitely use some help! The discord server link is discord.gg/JD9gQY5
1
11/01/2018 3:54 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Latest development build
SQMC Indev v 0.6: Refactor all the things!

Refactored:
- Made the dialogue system entirely recursive, changed its appearance, and expanded its functionality.

TODO: Come up with a better, less resource intensive way of spawning entities. Current method relies exclusively on ChunkLoadEvent and ChunkUnloadEvent , which are resource-hungry events due to the frequency with which they are fired.
1
10/27/2018 2:28 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Project will likely be on hold until Wednesday, October 31st while I prepare for an upcoming exam.Once I get back, the combat system should be basically done, and I can begin working on the first city, then hopefully launch the game as an early access trial.
1
10/25/2018 10:41 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.4: Combat Update Part III

Added:
- Magic spells. Magic spells will have no cost associated with them during early access. This means no ammo, no nothing, just cooldowns.
- Projectile spells. Right click with any item besides a bow to cast a projectile spell.
- Orb spells, the first and only kind of Projectile spells. Orb spells get their name from the fact that a sphere animation plays 10 times per second at their location.
- /Spellbook command - Displays your current spellbook, along with all the spells it contains. Click a spell icon to make it your active spell, or immediately activate instant-cast spells such as teleports.

TODO:
- Make magic spells grant XP and deal damage on-hit
- Add teleport spell support
1
10/24/2018 5:40 pm
Level 41 : Master Architect
Luna
avatar
Looks very cool, keep it up!

I'm a mature, creative builder/admin if you still need help! ^.^
1
10/24/2018 6:47 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Took a look at your PMC profile and would definitely be interested in having you on the team, I'll be sending you a PM later with more info. Thanks for stopping by!

- SqueezeTheorem
1
10/23/2018 10:23 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.2: Combat Update Part I

Added:
- Combat stats to armor and weapons
- These stats are as follows: Melee strength, melee defense, melee accuracy, ranged strength, ranged defense, ranged accuracy, magic strength, magic defense, magic accuracy.

Reintroduced:
- When a player has a Fire interface open, the player will once again be notified that it has burned out, closing the interface. This was removed in a previous development version.

TODO: Implement the HP skill, override the vanilla combat system and calculate damage using the SQMC protocol.







========================



SQMC Indev v 0.3: Combat Update Part II

Added:
- The hitpoints, strength, ranged, magic, and defense skills. Of these, only HP and ranged are functional.
- Ranged skill. You can train this skill by shooting arrows at mobs. Experience is gained every time you deal damage at a rate of 3 * damage (in half hearts)
- Ranged damage formula = bow force (how long you hold the bow) * Math.random() * ranged strength
- The starting level for the Hitpoints skill is level 5.
- A player's maximum health is now influenced by both armor, and their HP level.
- The formula for a player's max HP (in half hearts) is as follows: total HP from equipment + HP level
- HP regenerates with time, and having a full hunger bar no longer heals you.
- HP experience is gained when you deal damage at a rate of 1 * damage dealt (in half hearts)
- Bonfires now properly influence the rate at which your HP increases. The HP per minute formula is as follows: Math.ceil(player's max hp * 0.05 + bonfire bonus). This means every 20 hp levels, you gain an additional HP/minute, and even at level 1, you still have some HP regeneration.

Refactored:
- Command system converted from heavy reliance on duplicate code to OOP approach.

TODO:
- Fix a bug where players are allowed to light fires in the middle of water, creating an invisible bonfire
- Make damage items actually deal the correct amount of damage when using melee combat
- Add projectile spells
- Add support for damage on magic spells for the magic skill
- Add support for tridents for ranged
1
10/22/2018 7:47 pm
Level 14 : Journeyman Architect
RetroWorkshop
avatar
Is this based on RuneScape? If not, you should look into it. The skills are the same as yours here, mostly. It's a great game -- an MMORPG and will help you with designs, etc.

Also note, if you need any help with ideas, planning, etc. for either Minecraft builds or the MMO itself, I will try my best since I've had a lifetime (well, my life so far) in games/wargames/MMOs, and many years on Minecraft, I should be able to help a little. Thanks and good luck! :)
1
10/22/2018 9:50 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Yes, many of the skills are taken directly from RuneScape, and I used the wikia's page on EXP to recreate the level curve exactly. I feel like Runecape did a good job with a lot of its design decisions, and I want to emulate the things it did right.

I'm not planning to recreate any of the towns from Gilenor, or re-create any quests, and I'm trying to make the skills in SQMC different where I can. Some skills like mining/woodcutting don't have much room for deviation, though.

Thanks for checking out the project, and any feedback or ideas you have are always welcome, just PM me or post here :)



More screenshots coming soon!


-SqueezeTheorem
1
10/22/2018 7:02 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Currently underway: Object-oriented user inferface system. The current system doesn't rely on inheritence, polymorphism, interfaces, etc at all. This will be a major upgrade to the current, shotty UI system that relies on lots of duplicate code.




Regular development can hopefully continue soon.
1
10/21/2018 6:52 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Just a reminder, I am still looking for staff/testers for those interested.
1
10/20/2018 7:05 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
SQMC Indev v 0.1: Quest update


With the NPC dialogue system created, the Quest.java file completed, the /quests command added, and the database system updated, the Quest system is finally ready!

Added:
- /Quest command
Alises: /quests
Description: Shows you every quest in the game, along with a description and where to start it.
- Database system updated to support quests, and slightly refactored to make future edits easier

- Slight refactoring of Dialogue system (the N-Ary tree algorithm used for dialogue was previously a recursive loop that went back and forth between two classes. This has been changed, making the method recursive in only one class, making it easier to read and debug)
- Quest.java is working, needs additional functionality.
1
10/19/2018 4:00 pm
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
The custom entity system got a major upgrade. I Added support for "anchored" entities, entities that remain in a single position on the map, and can't wander around. Anchored entities follow your movements with their line of sight, unless you're too far away.

When a chunk containing an anchored entity is loaded, that entity will be freshly spawned. When a chunk with an anchored entity is unloaded, it will be removed. This is a bug-prevention system, so just in case an entity somehow dies or is removed, it can be brought back by unloading and reloading the chunk.

Anchored entities will almost exclusively be NPCs. I can't see the use for this system in any other context.

With a major component of the NPC system finished, I can begin working on the tutorial, which will be the first quest.

TODO:
- Quest system. Requires database changes and a dialogue system
- Dialogue system, possibly using events. A dialogue system is always tricky. DONE
- Finish the firemaking skill by adding HP and hunger regen support
- Make food items that instantly heal health, but can only be consumed every few seconds. DONE
1
10/18/2018 12:38 am
Level 4 : Apprentice Modder
SqueezeTheorem
avatar
Firemaking and cooking skills are functional, but need refining.

TODO: Make firemaking increase HP and hunger regeneration

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