Help with Mod Testing?

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TyberAlyx
Posts: 49
Joined: Wed Aug 10, 2011 10:32 am

Help with Mod Testing?

Post by TyberAlyx »

Hello, I have a request if you may. I believe that the members here in the BTW community is very keen in new stuff and so far, this is the only forums I believe that I am sure to find an intelligent good criticism. If you have time:

I making a mod in minecraft called Merchants. It is 70% done.

What it does?

-Spawn Merchant Market Areas!

Image

-Money System! Total coins earned will be shown in your inventory. Upper left.

Image


-You could go to the shop and buy items! (So far, you could only buy planks, sand, and gold ingot for testing purposes)

Image

-You could also sell! (So far you could sell all items but the prices is still one gold per item. The only ones that have prices are listed in the spoiler below)

Image

-You could also craft gold coins with ingots! 150 gold coins per ingot. (not yet balanced)

-Hunter System. When you go to the shop, you could choose to be a bounty hunter. When you are a hunter, monsters will now drop gold when killed.

Image

-you could hire NPCs to join you hunt when you are in hunter status. The Head Hunter will be the one to set your status to Hunter in the future (the current one is temporary).

Image

Each shopkeeper currently shares the same GUI, but that would later change when I make a GUI for each shopkeeper in the future.


Anyways, if you could test it out and help point out the bugs I would be really grateful! I would be including mod support on different kinds of mods so you could also buy items and sell items of different mod, it modifies no classfiles so it should be compatible to all unless the mods that are not compatible with modloader.

PS! If you could also help with the balancing of prices please do so! so far this is what I have for selling:
Spoiler
Show

Code: Select all

if(itemStack.itemID == Block.stone.blockID) addGold(2); 
		if(itemStack.itemID == Block.wood.blockID) addGold(3); 
		if(itemStack.itemID == Block.glass.blockID) addGold(2); 
		if(itemStack.itemID == Block.sandStone.blockID) addGold(2);
		if(itemStack.itemID == Item.bed.shiftedIndex) addGold(2);
		if(itemStack.itemID == Block.railPowered.blockID) addGold(8);
		if(itemStack.itemID == Block.railDetector.blockID) addGold(2);
		if(itemStack.itemID == Block.pistonBase.blockID) addGold(4);
		if(itemStack.itemID == Block.pistonStickyBase.blockID) addGold(4);
		if(itemStack.itemID == Block.mushroomBrown.blockID) addGold(2);
		if(itemStack.itemID == Block.mushroomRed.blockID) addGold(2);
		if(itemStack.itemID == Block.brick.blockID) addGold(8); 
		if(itemStack.itemID == Block.tnt.blockID) addGold(10);
		if(itemStack.itemID == Block.bookShelf.blockID) addGold(5);
		if(itemStack.itemID == Block.cobblestoneMossy.blockID) addGold(4);
		if(itemStack.itemID == Block.obsidian.blockID) addGold(10);
		if(itemStack.itemID == Block.stairCompactPlanks.blockID) addGold(2);
		if(itemStack.itemID == Block.chest.blockID) addGold(3);
		if(itemStack.itemID == Item.redstone.shiftedIndex) addGold(2);
		if(itemStack.itemID == Block.stoneOvenIdle.blockID) addGold(3); 
		if(itemStack.itemID == Block.workbench.blockID) addGold(2);
		if(itemStack.itemID == Item.sign.shiftedIndex) addGold(3);
		if(itemStack.itemID == Item.doorWood.shiftedIndex) addGold(4);
		if(itemStack.itemID == Block.rail.blockID) addGold(3);
		if(itemStack.itemID == Block.stairCompactCobblestone.blockID) addGold(2);
		if(itemStack.itemID == Block.stairSingle.blockID) addGold(2);
		if(itemStack.itemID == Block.pressurePlateStone.blockID) addGold(2);
		if(itemStack.itemID == Item.doorSteel.shiftedIndex) addGold(8);
		if(itemStack.itemID == Block.torchRedstoneActive.blockID) addGold(2);
		if(itemStack.itemID == Block.ice.blockID) addGold(2);
		if(itemStack.itemID == Block.blockSnow.blockID) addGold(2);
		if(itemStack.itemID == Block.fence.blockID) addGold(2);
		if(itemStack.itemID == Block.glowStone.blockID) addGold(2);
		if(itemStack.itemID == Block.cake.blockID) addGold(5);
		if(itemStack.itemID == Block.redstoneRepeaterIdle.blockID) addGold(3);
		if(itemStack.itemID == Block.trapdoor.blockID) addGold(2);
		if(itemStack.itemID == Block.oreGold.blockID) addGold(30);
		if(itemStack.itemID == Block.oreIron.blockID) addGold(10);
		if(itemStack.itemID == Block.blockLapis.blockID) addGold(100);
		if(itemStack.itemID == Block.blockGold.blockID) addGold(200);
		if(itemStack.itemID == Block.blockDiamond.blockID) addGold(400);
                else{
		addGold();
	        }

Download? : http://www.mediafire.com/?2wl8cahjesjw5re MCver 1.8.1 put in mods folder *requires modloader
TyberAlyx
Posts: 49
Joined: Wed Aug 10, 2011 10:32 am

Re: Help with Mod Testing?

Post by TyberAlyx »

Edited the OP :)
Brethern
Posts: 468
Joined: Sat Aug 13, 2011 6:31 pm

Re: Help with Mod Testing?

Post by Brethern »

So far everything looks good, I can see a shop mod that can include other mod items as being useful.

As to testing I don't have the time right now, I'm currently busy with a few projects of my own.
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Speltz
Posts: 108
Joined: Mon Jul 04, 2011 10:46 pm

Re: Help with Mod Testing?

Post by Speltz »

Looks like a cool idea. Just wondering whether auto mob farms will drop gold if you're in a hunter status?

PS. Racing Walker, so might be ninja'd
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walker_boh_65
Posts: 2304
Joined: Mon Jul 04, 2011 9:40 pm
Location: New Jersey

Re: Help with Mod Testing?

Post by walker_boh_65 »

Not sure of you thought of this or not, but someone could have an endless stream of gold while in hunter mode with mob trabs. For balancing reasons, perhaps make it a timed thing, with a long cool down
TyberAlyx
Posts: 49
Joined: Wed Aug 10, 2011 10:32 am

Re: Help with Mod Testing?

Post by TyberAlyx »

walker_boh_65 wrote:Not sure of you thought of this or not, but someone could have an endless stream of gold while in hunter mode with mob trabs. For balancing reasons, perhaps make it a timed thing, with a long cool down
Yeah, it shouldn't be a problem because in the checker, I have a boolean true or false : if (entity.beenAttacked)


I am considering making a system:
Prices will change. When you sell much of that stuff, its price will go lower and the one's with low stock, will increase.

Kinda like a barter system. Also, there are days when you play minecraft that prices will change randomly, but there is a threshold so the prices would not mess up.

It then provides versatility, and makes players think twice in buying or selling an Item. Making them wait for their sweet spot when prices are high.

Hmm..
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sargunv
Site Admin
Posts: 557
Joined: Mon Nov 22, 2010 11:46 am
Location: Seattle, WA, USA

Re: Help with Mod Testing?

Post by sargunv »

TyberAlyx wrote:Yeah, it shouldn't be a problem because in the checker, I have a boolean true or false : if (entity.beenAttacked)
What if a snow golem attacks the entity (in 1.9)?
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Gdnite
Posts: 142
Joined: Tue Jul 05, 2011 11:22 pm

Re: Help with Mod Testing?

Post by Gdnite »

Have an army of snow golems in pillboxes along a water stream of your mob grinder.....
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MagusUnion
Posts: 147
Joined: Sun Sep 04, 2011 5:08 pm

Re: Help with Mod Testing?

Post by MagusUnion »

Wish you had a 1.7.3 version... would love to try this out... :-/
I'm not trying to come off as strong as I do. It's hard for me to personally see how I'm affecting others (even in real like).. and it makes me seem more of an ass than I want to be, so I apologize if you find what I say 'a bit rough'...
Cobar
Posts: 7
Joined: Fri Jul 29, 2011 5:21 am

Re: Help with Mod Testing?

Post by Cobar »

MagusUnion wrote:Wish you had a 1.7.3 version... would love to try this out... :-/
http://www.minecraftforum.net/topic/106 ... algia-103/
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MagusUnion
Posts: 147
Joined: Sun Sep 04, 2011 5:08 pm

Re: Help with Mod Testing?

Post by MagusUnion »

Cobar wrote:
MagusUnion wrote:Wish you had a 1.7.3 version... would love to try this out... :-/
http://www.minecraftforum.net/topic/106 ... algia-103/
Mod version... not MC version... >.>
I'm not trying to come off as strong as I do. It's hard for me to personally see how I'm affecting others (even in real like).. and it makes me seem more of an ass than I want to be, so I apologize if you find what I say 'a bit rough'...
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