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View Code? Open in Web Editor NEWA mod about deflecting blows (and inflicting your own)
A mod about deflecting blows (and inflicting your own)
This mod aims to spice up minecraft combat by adding the concept of 'parrying', as well as several other new mechanics and weapons. Curseforge: https://www.curseforge.com/minecraft/mc-mods/parrying Copyright Andrew Morin 2022 All rights reserved
The game doesn't load or create any map when Mekanism Tools is present. The error message is refering to data pack:
"Errors in currently selected datapacks prevented the world from loading.
You can either try to load it with only the vanilla data pack ("safe mode"), or go back to the title screen and fix it manually"
Even the safe mode doesn't seem to work (staying on the same error).
Report logs: latest.log
I removed a couple of the enchants just to reduce bloat in my modpack with Ensorcellation, and I can still find them in dungeons (dungeons generated after I disabled them) and dropped from Champions, who just drop loot based on book enchanting. Is there a way I can disable these from showing up in loot myself?
The game crashes when switching to a network game, when I click the network game, the game crashes
crash reports:
crash-2022-04-02_14.17.26-client.txt
crash-2022-04-02_14.17.34-client.txt
java.lang.IllegalStateException: Tag parrying:two_handed_weapons used before it was bound
This happened after removing and adding a new texturepack, the texturepack does edit some of the textures inside Parrying
MC : 1.16.5
Forge : 36.2.8
OptiFine : HD_U_G8
Shader Name : ComplementaryShaders_v4.3_dev3
Mod Name : parrying-2.2.0
Crash Report : https://gist.github.com/zndrmn/e20a6b4f0b048817c0b4cc5335aabd2c#file-crash-2021-11-14_18-25-18-client-txt
Latest.log : https://gist.github.com/zndrmn/1f0a149eacae66273005e1fb5f3e7c39#file-latest-log
Maybe having weapons like daggers deal higher backstab damage more than swords and other weapons like in Elden Ring rather than having all weapons having the same backstab multiplier.
Minecraft version: 1.18.2
Forge Version: 40.1.54
Parry This! version: 1.18.2-2.5
Crash Log: https://pastebin.com/wdx65Q4Z
When I held the quiver in my hand and I right clicked it, the game just crashed. It contained a stack and something arrows as I got it from killing a pillager while testing some things.
Heres the mod list:
Ars Nouveau - version 2.6.3
AttributeFix - version 14.0.2
Curios API - version 5.0.7.1
Feature NBT Deadlock be gone - version 2.0.0
FerriteCore - version 4.2.1
Forbidden and Arcanus - version 2.0.0
GeckoLib - version 3.0.28
Just Enough Items - version 9.7.0.209
Just Enough Resources - verssion 0.14.1.171
LazyDataFixerUpper - version 1.0
Majrsuz's Library - version 2.7.2
Majrusz's Progressive Difficulty - version 1.4.2
Parry This! - version 2.5
Patchouli - 71.1
Reliquary Reincarnations - 2.0.8.1139
Rubidium - 0.5.2a
Spark - 1.9.11
Valhelsia Core - 0.3.1
When Dungeons Arise - 2.1.50d-beta
#35 mentions this, and a comment on the issue says that it was fixed, but there still appears to be no keybind in the keybinds menu for the scabbard in version 2.5.3
. I'd like to be able to reload my guns without drawing my sword, please :P
It seems some property of the Quiver isn't playing nice with another mod.
This doesn't happen immediately upon loading a world, but seemingly randomly while exploring the overworld.
Crash Report:
https://pastebin.com/JmTkwjG4
Modlist:
modlist.txt
also unsheathe key cannot be remapped
1.18.1, Accessing most config menus in the mod options and the keybind menu immediately crashes the game, seems to be an issue with the tag two_handed_weapons.
crash-2022-03-10_21.12.31-client.txt
I think the mod could do with an overhaul to it's configuration settings. As the current configs are too boring. Here are a list of potential configs and changes that could be good;
Description: Rendering overlay, java.lang.IllegalStateException: Tag parrying:two_handed_weapons used before it was bound . . .
This issue is similar to issues #11 ( Closed ) & #19 ( Open )
MC : 1.16.5
Forge : 36.2.8
OptiFine : HD_U_G8
Shader Name : ComplementaryShaders_v4.3.2
Mod Name : parrying-2.2.2
Crashy [ BETA ] : https://crashy.net/GutavpkxuJx6053p46mD
Crash Report : https://gist.github.com/zndrmn/dc87ce1fe677779c4f9e00d30aa6201c#file-crash-2021-12-14_06-10-32-client-txt
Latest.log : https://gist.github.com/zndrmn/21c117f08455b9094f49a17b048b6e1d#file-latest-log
I dunno, like spears do not extend from SwordItem so that makes difficult to workaround for other mods like quark to avoid damaging your own pets.
In this case is even more anoying since you attack with the spear while mounting a horse and your attacks almost always damage them.
Any solution to avoid it?
crash-2022-08-02_05.55.33-server.txt
I don't know exactly what caused this.
Would like to see curios support for a few of the items, like scabbards or quivers, on waist/belt/back or what not.
As stated above in the title, an itemTier error is causing all datapacks to fail during world creation and thus forcing the game to either make the world in safe-mode (vanilla only) or basically tell us to fk off (I mean that as a proportional scale both comedically and literally)
Here is my modlist, latest.txt, and the main segment of the latest.txt that is telling us the itemTier error is the cause
Modlist: https://pastebin.com/yK56K8fc
latest.txt: https://gnomebot.dev/paste/1157909627351072899#L44
Error Segment: https://pastebin.com/Q50aMqh7
specific line (line 44 in the Error Segment link):
at net.minecraftforge.common.TierSortingRegistry.recalculateItemTiers(TierSortingRegistry.java:315) ~[forge-1.18.2-40.2.10-universal.jar%23404!/:?]
version 2.3, on forge 1.18.1-39.0.10
noticed this while looking at enchantment options for a spear, realized it also applied to the rest of the parry this weapons.
is it possible to limit sweeping edge applicability to just parry this weapons that it works on (just the flail, i think?)
hey, congrats for the hard work!
would be nice to detect materials added to the ore dictionary and register weapon variants for each one.
also spears would be a great addition too in order to add poke related strategies with reach.
additional check is needed
The wooden, stone, iron, golden, diamond, and netherite spears are shown with the pink/black missing texture.
Forge Version: 36.1.32
Parrying Version: 1.9.1
Crash Report: https://gist.github.com/NJL5390/42dd4e6608059c77d5f78fbafd64a9fa
I want to start off by saying I love the concept for this mod and have really enjoyed using it lately! There's not many like it on modern versions of Minecraft!
Now, To the problem at hand, I've been getting this crash lately after updating to the latest version of this mod. It only seems to happen when I'm in the main menu and typing the name of a new world for example. The crash report seems to mention your mod so maybe you know what's going on here?
Thanks for the fantastic mod and keep up the great work!
(EDIT: Forget about the startup crash, that's an issue with a different mod unrelated to yours.)
I guess this is not intended
MC : 1.16.5
Forge : 36.2.8
Mod Name : parrying-2.1.0.jar
Was just running around while getting shot by dozens of Pillagers and then at some point the server just Stopped-
Parry This! version: 2.2.2
Forge: 36.2.33
Minecraft: 1.16
Server: Mohist 1.16.5-1073
heavily edited version of the Mineshafts & Monsters Modpack.
Add Tag "tag:items:minecraft:piglin_loved" to golden parry items
Minecraft version: 1.18.2
Parry this! version: 2.5
Forge Version: 40.1.54
Unidentified Enchantments Version: 1.0.9
Crash Report: https://gist.github.com/NJL5390/0aacf80a53aff0a354c3525ed7795968
Hi,
After testing the latest alpha for Parry This! in my modpack I noticed that it was crashing whenever I tried to hover over the new quiver item. The crash report indicates that is in relation to unidentified enchantments (https://www.curseforge.com/minecraft/mc-mods/unidentified-enchantments).
The testing that I have done confirms this suspicion, if I remove Unidentified enchantments then the crash stops happening. I will report this to their github as well as there may be some compatibility needed on their end due to how their mods works but I'm not entirely sure.
I will put the link below when I have reported this to them.
Thanks for the great mod! It makes combat so much more interesting and has easily become my favourite combat based mod!
UPDATE: Here is the issue on their github: ferriarnus/Unidentified-Enchantments#16
I think being able to parry other projectiles would be a fun customization. That's it.
crash-2022-07-27_01.59.20-client.txt
Is there maybe mods I could remove to fix? Also how do you even understand these I've tried for so long and I still don't lol
Thanks so much!
Several reports have been received of the two handed overlay attempting to use the Two handed tag at the wrong time. The exact cause of this remains a mystery. More information is needed.
here is crash log
My game is crashing, when i trying to change resource pack or even a game language. The most interesting thing is even i dont change anything and click apply, minecraft trying to restart to apply changes, which I did not do (minecraft do it allways when u change resource pack or something). And when it happens my game is crashing, it doesn't matter if I changed something or not my game is isnantly crashing. I tested it on almost clean minecraft (OptiFine-1.16.5_HD_U_G8_pre2 and Forge 36.2.22) thats all. (Sorry for my english)
When using the third-person view offered by the Shoulder Surfing Reloaded mod, parrying never occurs. Have been testing for 10+ minutes now and not a single parry. Meanwhile, when I go into first person view a parry occurs after less than 20 seconds
It report java.lang.NullPointerException: Cannot invoke "java.lang.Float.floatValue()" because the return value of "java.util.HashMap.get(Object)" is null
server version:1.18.2
mod version:2.5.2
forge version:40.1.31
The recent fix that was given to #21 caused a regression in registry systems, where IRenderAsItem cannot be referenced as it is a no class defined error whatsoever on a dedicated server. this is because that class does not exist on servers. maybe the entire check could also get a DEDICATED_SERVER only-in tag?
I Understand that these might not be possible or in the spirit of the mod and its completely fine if that is the case.
But I do hope that some of these concepts are noteworthy enough to add in the future or give you a spark of inspiration and a good idea.
------GAME MECHANICS------
Satisfying swinging sounds (like the flail's) for all weapons.
Maybe drawing noises for scrolling onto a weapon in the hotbar.
(Seriously, it's really satisfying to use the flail and to have a unique swing sound for all of them would be amazing.)
A sort of loyalty for thrown spears and daggers.
Player: gets a netherite spear, enchants it with sharpness and unbreaking.
Player: Misses their target in the nether while throwing their spear, only to have it fly into a lava lake.
The spear won't burn in the lava since its netherite but it is now lost.
Players won't throw their enchanted daggers and spears if they can lose them by missing their target.
Some way to increase your defense meter so that it scales better with blocking more powerful later game weapon tiers.
Currently weapons in the mid-late game drain the parry meter at an alarming rate and parrying should scale with better gear.
Bludgeoning weapons should have less armor piercing from the start and can be upgraded to be given more later in the game, making them scale better alongside sharpness.
Ways to give more armor piercing could include an enchantment or a way to add some extra material onto them via the smithing table.
Arrows shot from a full drawn punch bow disable shields for a few seconds.
instant shield activation. (does this already exist in parry this?)
Better axe scaling. Instead of the current vanilla system, axes would stay the same attack speed and gain more damage per tier.
Axes should also not lose 2x as much durability from attacking an entity.
multishot crossbows can act like shotguns and have multiple arrows hit the same entity. (Right now, invulnerability ticks make the other two bounce off.)
I think there is also room for multishot 2 and 3, each firing more 3 more arrows.
A "back-shield" that you can wear that disables or majorly reduces backstabbing damage. This would take up your chest plate slot and only give 4 armor points.
Could also make arrows that hit your back bounce off. Great for countering people with backstabbing daggers or sneak-attacks.
Disabling random player arrow inaccuracy.
It's really annoying that you can shoot an arrow, have it perfectly lined up, and still have it miss because of the randomness.
Tridents get half a block more reach. They're fairly rare and it makes sense.
Traps? A sticky trap maybe? (Non-full block that looks like the slime on a sticky piston head and slows down things that step on it. Instabreak block.)
Anvil repairing recipes for armor and weapons only cost 1 ingot (or something smaller like a nugget. Would need something like a diamond shard for diamond weapons) and no xp.
This will hopefully ease the need for mending/unbreaking until late game.
------WEAPON MECHANIC CONCEPTS------
These are just a collection of mechanics that could be used to make new weapons or spice up old ones.
Critical hit multiplier. example: a machete that deals 2x damage when critting instead of the
vanilla 1.5x (could also be used to nerf weapons by reducing crit damage)
Extra or less attack knockback. Examples: The
Hammer does 1.5x as much knockback to targets.
A sickle weapon that does less knockback than normal.
A Pan. Usable as a shield and a melee weapon. This allows for your offhand slot to be freed up.
Extra sweeping edge damage. sweeping attacks deal x amount of extra damage, making the playstyle for
that weapon less sprinting based.
Health based damage boost attribute? Example: Does 2 more damage while the target is above a certain percentage amount of health? This might be better as an enchantment.
----ENCHANTMENT IDEAS-----
Vertical knockback enchantment. (Only about a block max and incompatible with regular knockback enchantment.)
An enchantment (maybe called stalwart?) That makes parries deal no knockback to you and instead flings the opponent backwards a few blocks. Would have a cooldown of a few seconds.
An enchantment (could also be a weapon attribute for a rapier sword?) that gives you a short burst of attack speed when parrying an attack.
Enchantment name could be something along the lines of flurry or rapidity.
As an enchantment this might be cool for daggers or swords.
++++++Ideas that might be considered too much of a shakeup, but I still think are good+++++++
Protection now only protects against melee attacks.
This will make people actually think about what kinds of protection they apply rather than just protection every time.
Magic Protection reduces magic damage by a moderate amount. Goes with the protection changes.
Like other protection enchantments, you can't put this on armor that already has a protection group enchantment.
It's a lot. Thanks for reading!.
Forge version: 40.1.51
Mod version: parrying-1.18.2-2.5.2.jar
While messing around with the scoped crossbow, I found that if you shoot the arrow into a body of water, it will slow down as a normal arrow does, but since it has no gravity, it will stop and remain suspended in the water indefinitely. I think it would make more sense for the arrow to either be affected by gravity after it has been in flight for a sufficient amount of time, or for the arrow to become affected by gravity upon touching water.
Example video of the issue: https://files.catbox.moe/hvcfsa.mp4
When a user uses both our mods together, the game crashes when the Dual Crossbow is held.
Infamous-Misadventures/Dungeons-Gear#213
I've pinpointed the issue to this line of code (and the equivalent one for the offhand weapon) not verifying to see if the weapon even has an attack speed attribute (our dual crossbows don't). I suspect a similar crash would also occur if our other non-melee weapons are held.
It appears to be a simple fix by checking if the attribute is on each of the weapons before getting them, you can change the "get().getAmount()" calls to "map(modifier -> modifier.getAmount()).orElse(0)".
Forge version: 40.2.2
1.18.2
Whenever I try the mod while using Optifine, the reach on the Spear becomes the same as any other melee weapon, This only seems to be fixed by getting rid of Optifine but i dunno if you can look into this weird issue.
that would be nuts
I would love if this mod had a disable feature for weapons in the config, it would make the mod more highly configurable.
For example, disabling the hammer weapons so that it does not overlap with another weapon based mod that has a hammer type weapon.
stamina can be used to perform following actions. If no stamina, these actions would be denied:
stamina system would be great as its regeneration can be determined by the type of armor (amount of defense = more defense, more heavier armor)
Backstabbing with a Soul Stained Steel Scythe causes a "stack overflow" crash for some reason. I tested with it other weapons from the mod and it only happens with this one oddly enough.
Crash Report: https://pastebin.com/PX7Chtrv
Forge: 40.1.54
Minecraft version: 1.18.2
Parrying version: 2.5.2
Malum version: 1.3.7
Ortus Lib (Malum Req Lib) version: 1.0
Awesome Mod though I love it very much :D
It may be just a bug with the self made modpack that I've built, but I disabled both the Quiver and the Scabbard and I manage to find one of them (to be precise, a Scabbard) inside a chest. Don't know if it may also happen withthe Quiver or the Weapons (I've also disabled those as I'm okay with Vanilla weapons and the mechanics of the mod it what I was looking for), as I've not spent yet a lot of time inside the world openning loot chests.
Also, I'm not aware of how easy/difficulty could be to unregister such things from loot tables. If it's not a hard tweak, maybe an extra bool in the config to have those features appart from one another (one to disable the recipe and another to disable from loot tables).
it says press R, but it doesnt work, and the keybind menu shows no keybind for scabbard
also i cannot insert arrows to quiver
I'm not sure if it's feasible but it would be interesting if player successfully parrying can sneak another attack quickly instead of waiting out the cooldown
Crash Reports: https://gist.github.com/NJL5390/6ec1f9b334125c74f94198b3d25b992d
Forge Version: 40.1.54
Minecraft: 1.18.2
Parrying: 2.5
COFH Core: 1.6.4.21
Hi again,
Just found a couple more crashes in relation to COFH core. Note I have attached two crash reports as these seem to be two separate crashes (one related to the scabbard and one related to the quiver).
If I can be of any assistance in relation to these two crashes feel free to let me know and I will help out in whatever testing is needed whenever I can.
Thanks again for the great mod.
EDIT: Love the sound design for this mod btw!
i'm trying to apply a resource pack and my game keeps crashing
crash log:https://pastebin.com/1piKGQE7
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