bunnycinnamon / enderskills Goto Github PK
View Code? Open in Web Editor NEWSkills that don't suck
License: MIT License
Skills that don't suck
License: MIT License
Hi, i'm loving the mod so far, possibly top favorite mod right now. I was playing with this and i got an thought about of stable portal would you consider making stable portal toggleable? By this i mean, when you activate the portal first time, it wont vanish from the world after certain period of time and when you make another portal that connects to he first one they wouldn't close up 'unless' you hold shift aswell when using the skill, then they would close, if not holding it would just add another portal up to certain amount, these would be configurable whether it works this way or not, to prevent random portals by other players in world, they would disappear when player logs out, and for portal to work on long distances they would have that said chunk loaded. This way they could be much more reliable perhaps.
zh_cn.zip
Thank you and more excellent works from you are expected!
There appears to be a mistype here because the tooltip displays 'peed:' instead of 'Speed:', but I can't seem to find it.
https://share.weiyun.com/P7Cq4duN
thanks for your good mod
I'm messing around building a modpack and wanted to try using Ender Skills but I'm getting an error pretty early on into loading. I'm not the best at reading logs, but it seems like a potential error with Bewitchment. Just thought I'd bring it to your attention, your mod looks cool and it'd be fun to play with it!
Is it possible to add attribute modifiers from this mod to weapons/armor/etc just like in the vanilla?
I shared this issue back then in November 2021 so I'm going to copy-paste some of what I wrote in your Discord server.
This is really my only problem right now with the mod, because other than that it is glorious.
Even though my config changes apparently do take effect immediately after /es_reload according to the altar UI, the moment I make actual use of the ability it still has the default cooldown.
Lvl 50 Teleport still using the default 80s cd. This is in my server:
Single player worlds do not experience this. The new reduced cooldowns do work unlike the server.
Another ability which should have a 40s cd but instead kept using the default 25s:
Same files for both server and clients, issue persists no matter what (server reboot, new world, fresh new config files)
Same thing for the Heart Boost passive. However, tweaking the damage passive did seem to work after /es_reload
I did not try everything so there could be more.
To get around some of this I had to set a maximum level of 20 for every passive, as I am trying to release a modpack with this mod and balance is crucial.
Using the latest release:
EnderSkills-1.12.2-1.14.0.3
Forge 2860
Thank you for your time.
I'd just like an option in the config to have the endurance stat hidden at the start and let it get shown after you click ctrl y or get ender skills.
This issue occurs every time the player or an entity is slain in any shape or matter when betterHurtTimer is present. While this is not the right place to report such, I felt that I needed to post this here in order for the issue to be made notable.
this occurs on a fresh install (new config generated) and might be some sort of bad mod conflict or a degraded issue
This issue is non-existent if the optional dependency is removed
Crash Report:
https://gist.github.com/Shibva/6613d220910f9caa75929de1c043c2e8
Using this mod with others (namely Botania and Genetics Reborn), breaks both of their respective forms of step assist. For Botania, the items that grant such ability are unaffected (speed boost, jump height) except they're missing the step assist. In Genetics Reborn, this gene is effectively rendered useless.
Steps I took to reproduce to narrow down the issue was:
-updated & rolled back mods I was using with this one
-tested the step assist functionality with/without Ender Skills, leading to the conclusion that something, somewhere in this mod breaks that functionality.
Disabling the GUI element for levels/experience via RPG HUD (to use their HUD element for experience) also removes the skills overlay.
Is there any way to separate these two so that I can use a custom experience HUD and still render the skills overlay?
Thanks!
Your mod received many likes from Chinese players,congrats!And when I myself enjoyed this I found there's still some minor mistakes on the CN translation.Therefore I made a improved one.
Hope you like this and I am looking forward to the next update(more incredible ideas and interesting skills)!
zh_cn.zip
There's a bug that happens when starting the server, that is, i can't use abilities, and i have to wait some time to be able to use them, it can be really annoying.
The fire rain ability doesn't seem to be working in my pack. It causes mobs to get an absorption value of NaN (this makes them invincible) and when I install a mod that prevents NaN values, the ability no longer does any damage.
The extra jumps ability has a mistype 'jump' instead of 'jumps' in it's .java where it is supposed to check how many jumps it has. It still doesn't work at all after this, but the tooltip displays how many jumps again.
Hi again, it seems that something (Assuming an arrow for some reason as i got hit by it before crash) caused server crash and the log mentions about of your mod, i guess this might be something you wanna look at? https://pastebin.pl/view/d9a5c9ed
Mobility dashes/warps. So, when tapping W+A+Shift, it will automatically dash/warp. This causes unwanted dashes when someone is trying to sprint away. They're not pressing Sprint twice, shift/ctrl is just being pressed once, causing unwanted dashes/warps. This doesn't happen all the time, it's just enough though to make it scary and annoying lol
The scaling on Break Tokens may be a bit too dramatic it turns out is there a way we can reduce it slightly?
Maybe we should have a config option to give back a percent of their xp used when respecing. Because the amount of XP used in the mod is insane. Respecing basically ruins any chance of you surviving in scaling health
Just so while people are swapping between 3 different skill trees, there should be a notification of which skill tree you're selecting near the middle of the screen so when in the middle of a fight, you can see what is selected. In the Item Name area on top of your hotbar, we can have a color coded notification just saying , &cOffense, &bMobility , &aDefense, it'll help for awareness
So if anyone wants to help they're free to do so.
Also about fabric... I don't plan to move to fabric simply for the size, but if anyone is up for the task, go ahead!
it doesn't show Recipes of items until I make one, but I can't know the recipe
I’m confused in making a Crystal Block.I have no idea of the recipe😰
I'm sorry to bother you but I'm confused and I'd like some answers. I love this mod, many thanks to authors.
One of my players crashed the server while fighting a pirate from Chocolate Quest Repoured with the hammer from Nyx and using a shadow clone.
https://gist.github.com/Sereath/24a276a71697986497720a3d7bacbf68
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