Equipment
(→Durability) |
(→Durability) |
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==Durability== | ==Durability== | ||
In Hack/Mine, when a item's durability runs out it will not break but instead its slot will go red. This allows you to repair the item by putting it into the crafting grid with dirt (currently a place holder) and some other objects listed below. They all add different amounts, and as you tend to get a lot of redstone, this will give it a use other than circuitry. | In Hack/Mine, when a item's durability runs out it will not break but instead its slot will go red. This allows you to repair the item by putting it into the crafting grid with dirt (currently a place holder) and some other objects listed below. They all add different amounts, and as you tend to get a lot of redstone, this will give it a use other than circuitry. | ||
| + | |||
| + | <table align='center'> | ||
| + | <tr> | ||
| + | <th>Material</th> | ||
| + | <th>Durability restored</th> | ||
| + | </tr> | ||
| + | <tr> | ||
| + | <td>Dirt/Sand</td> | ||
| + | <td>4</td> | ||
| + | </tr> | ||
| + | <tr> | ||
| + | <td>Cobblestone</td> | ||
| + | <td>15 (Only melee weapons)</td> | ||
| + | </tr> | ||
| + | <tr> | ||
| + | <td>Bones</td> | ||
| + | <td>20</td> | ||
| + | </tr> | ||
| + | <tr> | ||
| + | <td>Leather</td> | ||
| + | <td>30 (Only armor)</td> | ||
| + | </tr> | ||
| + | <tr> | ||
| + | <td>Redstone</td> | ||
| + | <td>50</td> | ||
| + | </tr> | ||
| + | <tr> | ||
| + | <td>Iron Ingot</td> | ||
| + | <td>128</td> | ||
| + | </tr> | ||
| + | <tr> | ||
| + | <td>Gold Ingot</td> | ||
| + | <td>256</td> | ||
| + | </tr> | ||
| + | <tr> | ||
| + | <td>Diamond</td> | ||
| + | <td>-</td> | ||
| + | </tr> | ||
| + | </table> | ||
*Dirt - 4 durability restored | *Dirt - 4 durability restored | ||
*Sand - 4 | *Sand - 4 | ||
*Redstone - 50 | *Redstone - 50 | ||
| − | *Iron - | + | *Iron - 128 |
| − | *Gold - | + | *Gold - 256 |
*Diamond - | *Diamond - | ||
*Bones - 20 | *Bones - 20 | ||
| − | *Cobblestone (will only repair melee weapons) - | + | *Cobblestone (will only repair melee weapons) - 15 |
*Leather (Will only repair armor) - 30 | *Leather (Will only repair armor) - 30 | ||
Revision as of 23:16, 13 August 2012
One of Hack/Mine's principle goals is to assert your 1337-ness by equipping magical gear in the eternal quest to improve your stats.
Contents |
Overview
There are currently eight equipment slots:- Head
- Body
- Legs
- Feet
- Amulet
- Cape (not in place yet)
- Ring (x2)
Equipment can range from basic leather tunics to enchanted diamond armor. Equipment can be crafted, but it's probably better to acquire them from dungeons, mob drops or towers, as equipment gathered through these means equipments can have magical properties on them. Additionally, crafted equipment does not show stats (for example durability and defense) and apparently can't be repaired. Rings are always magically enchanted. Weapons can also have magical properties, but they will only take effect while the item is being held. This can be annoying when the item has Fortitude, because you will only gain the extra health while holding the item.
Equipment can also be repaired by putting it in the crafting table with dirt. Redstone, iron, gold and diamond can also be used to repair items, and are much more efficient at doing so.
Currently, capes are not in the game. They will be added in a later update.
For purposes of enchanting, maces are treated as tools and will recieve tool enchantments, not weapon enchantments. Wands, rings, and amulets cannot be enchanted.
Inventory
Hack/Mine has a custom inventory system which is a revamp of Minecraft's default. On the top-left corner of the inventory, there are 4 tabs, each containing 12 inventory slots. In total, there are now 57 inventory slots, while in vanilla Minecraft there are 36. The player can click the numbers beside the inventory to switch tabs. There is currently an issue with Hack/Mine where if you use any block which accesses the inventory (e.g. a crafting table, furnace, dispenser), only the original 36 inventory spaces will be visible (likely because the inventory is an incomplete feature, Hack/Mine being an early alpha.) In order to use the items in the extra slots with the blocks, the player should move them into the first or second tab.
If the player presses the "More" tab to the side, or presses [R] in the world, they will access the stats screen where they can spend their stats if they level up. On the left of the stats screen is a currently unused spellbook, though it will be used in the future.
Durability
In Hack/Mine, when a item's durability runs out it will not break but instead its slot will go red. This allows you to repair the item by putting it into the crafting grid with dirt (currently a place holder) and some other objects listed below. They all add different amounts, and as you tend to get a lot of redstone, this will give it a use other than circuitry.
| Material | Durability restored |
|---|---|
| Dirt/Sand | 4 |
| Cobblestone | 15 (Only melee weapons) |
| Bones | 20 |
| Leather | 30 (Only armor) |
| Redstone | 50 |
| Iron Ingot | 128 |
| Gold Ingot | 256 |
| Diamond | - |
- Dirt - 4 durability restored
- Sand - 4
- Redstone - 50
- Iron - 128
- Gold - 256
- Diamond -
- Bones - 20
- Cobblestone (will only repair melee weapons) - 15
- Leather (Will only repair armor) - 30
Bugs
0.5.3
There is a glitch with special coloured equipment with that the special colours cannot be seen by other players in SMP. To the player, the special colours can be seen just fine, even with F5 on. (Fixed! -Frizzil)
- Still having this problem in v0.6 server, has it come back? --Stickman57 (talk) 09:48, 19 June 2012 (MST)
0.6.0
When a player is holding a different colored item--for example, a Dragon Chestplate is green-- by throwing the item, instead of being green, that dragon chestplate would show up as iron-colored instead of green while it's still an entity.