Heya guys,

As a heads up Morph is gonna be adding a community-driven mod mob ability support (contributed by Mr_okushama!).

What does this mean? Morph is gonna needs your help in mapping abilities to mod mobs.

The mappings are found HERE
You can find the basic abilities HERE

The formatting is pretty obvious here, basic JSON. However, some abilities (at this moment, “float” and “swim”) require arguments, and that’s separated from the ability name with a pipe symbol (This symbol –> |), and from each other with a comma (,) . So, for example, you want to map a float ability to say… a BattleChicken. You therefore pass in “float|-0.114,true” instead of just “float” (which won’t work).

So, that’s about it. If you feel like helping out, go ahead and dive in and submit a pull request to the repository and I’ll pull it in if I see it fit!

Also, if it hasn’t dawned to you yet, Morph will be getting an update (final update for 1.6.X) soon. Stay tuned.

 

Cheers,
iChun

– Fixed mix up with default config values. Photoreal is supposed to last 20 seconds, camera recharge is 5 seconds.
– Fixed photoreal occasionally rendering on both sides instead of just one.
– Fixed photoreal showing other player’s faces instead when they take a photo.

So, previously I was unhappy with Morph and didn’t give it a mod page here/on MCF/on PMC due to it being an unfinished mod.

However, with the recent Abilities update (version 0.3.0), I’m happy/proud enough to finally give Morph a proper home here. #OhGodIFeelLikeAnAsianFather

Information on Morph can now be found here.

 

Cheers!
iChun

Tiny changelog, big in changes.

Mod information can be found here.

Final commit for this build.

Changes:

  • Added “Abilities” and an “Ability Tracker”. Find info on it here.

  • Shadow size of morphs are now adjusted. No longer will you be a chicken with a huge shadow, or a spider with a tiny shadow!
  • Fix bossMorphs config being broken.
  • “Fix” EnderDragon’s death animation being locked post-respawn as a dragon.
  • Fix Boss healthbar appearing at the top of the screen when a boss morph is shown in the gui or as a player.
  • Fix forceMorph function in the API.
  • Fix particle spawn height on Entity onUpdate(). Blaze and Endermen spawn particles at the right height now, as well as Ars Magica mobs!
  • Added config to allow sleeping while morphed.
  • Added config to disable the selection GUI.

If you have an issue, check here. If it’s not on the list, report it here or contact me on IRC!

Download:
Again, a reminder that the mod isn’t finished yet, but it is fairly stable, so feel free to try it out.
>> Creeperhost

Hey there, this post is here to explain Abilities in Morph to you because it’s too long to explain in the changelog!

Abilities…. Where do I start.. Well, first off right now they’re actually more of “traits” rather than “abilities”. However, for simplicity’s sake, we’ll call them abilities.

Packaged with the mod right now there are 8 abilities, some good, some bad. They are as follows:

  • Climb
  • Fly
  • Float
  • Fire Immunity
  • Hostile
  • Swim
  • Sunburn
  • Water Allergy

 

Explanation:

Climb: Mimics spider climbing up walls etc, you have to push yourself against a wall and you’ll climb up it. You need to remain pushed against the wall to climb up it, of course, and you fall if you let go.

Fly: Mimics creative flying, available for vanilla mobs that fly.

Float: Only one mob in vanilla supports this, and that’s the chicken. Instead of falling to your doom, you slowly float downwards like chickens do.

Fire Immunity: A variety of mobs have this, especially all the nether mobs. This will make you fire resistant and let you swim around in lava if you want to.

Hostile: Certain mobs are labelled hostile specifically because they try to target players. There is no use of this ability unless you enable Hostile Mode in the config (explained later).

Swim: This ability allows mobs to breathe underwater, and optionally, make them drown when out of water.

Sunburn: Think Zombies and Skeletons burning in sunlight. Yeah.

Water allergy: You take damage when wet. Like endermen and blazes.

 

To identify abilities, look in the Morph gui under the name of the morph, listed there are abilities that may be available to the mob. (For example, the skeleton has an additional fire immunity which affects wither skeletons and sunburn which affects normal skeletons instead).

 

Hostile Mode

This is a config option that affects the “Hostile” Ability. By default it is turned off. This modes allow you to walk amongst (some, not all) the hostile mobs in the game, if you are morphed as a hostile mob.

EG: You’re a skeleton and you walk up to a zombie, which completely ignores you unless attacked.

Mod support

Alright… Here’s the interesting bit. In terms of mod support, there’s two ways you can go.

1. Bug the Mod author to support the mod by using the API found here.
2. Allow the mod to try and figure out mod mob behaviour (Ability Tracking)

 

Ability Tracking

Also bundled with the Morph, is the ability of the mod for it to try and figure out what mod mobs have what abilities.

WARNING

This is a very slow and time consuming process. It is not *instant* and may never succeed in realising stuff like “the firebat should be able to fly”, or may give mobs the wrong ability. This is provided as a workaround solution to mod support without the API. Once the mod learns a mod mob ability it will save it to the config folder and will be loaded along with the mod.

This also uses the space around y-level 240 of the spawn point to do testing with mobs. I would recommend staying clear of this area if you want to leave the ability tracker enabled.

Once an ability is learnt it will be sent to all the clients currently connected to the server as to sync abilities client-server. That way, clients will be able to fly as well using a mod mob once the server has learnt that said mob can fly.

 

Simple enough, but this took days to work on, and might be buggy. Forgecraft did me a very good favour of not having to release a fix/update every half an hour for this. However, I find it “satisfactory enough” to be included in the release.

 

Usable abilities

Right now, usable abilities are planned. What are usable abilities? Stuff you can trigger on command, like teleportation, exploding, shooting projectiles, etc. HOWEVER, these are not included in Morph just yet, and will most likely come in the later update.

 

That’s about it I guess.

Cheers,
iChun

Mod information can be found here.

Final commit for this build.

Changes:

  • Added Forge dependency for version 9.10.1.859 or later!

  • Fixed NPE crash with models that have nulls ina ModelRenderer[] array. (Thanks Thaumcraft)
  • Fixed NPE due to null ResourceLocation. (Thanks Thaumcraft)
  • Fixed an invalid reference in CommandMorph. (Thanks neptunepink)
  • Fixed players eye height with new Forge update. No more suffocation in 1 block spaces! No longer do mobs look at the wrong spot for your eyes. No longer will it be hard to shoot bows as a tall/short mob.
  • “Fixed” no rendering of block bounding boxes by forcibly rendering the block bounding box.
  • Morph name text is now rendered over entities, not under.
  • Added config for instant morph when getting a new morph, enabled by default. (This would make so many people happier).
  • Changed mouse hooks for scrolling to use the new MouseEvent in forge. GUI scrolling is no longer broken with other mods that use scrolling!

If you have an issue, check here. If it’s not on the list, report it here or contact me on IRC!

Download:
Again, a reminder that the mod isn’t finished yet, but it is fairly stable, so feel free to try it out.
>> Creeperhost (Primary)Dropbox (Outdated, get 0.3.0 here.)