#pmmo magic
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You're likely better off asking the modpack you're playing, as we don't have any levelling integration ourselves.
I don't have a modpack I just installed some mods and inside there is ars and pmmo
1.16 or 1.18+?
Is Ars Scalaes in there?
By default the two mods are not linked in any way
The add-on gives little mana buffs based on magic stat and give magic exp when casting spells
i have just ars nouveau
i wil instal ars scalaes
I installed it but when I cast a spell I don't gain magic xp
scalaes has a config file that i recommend tweaking.C:\Users<username>\curseforge\minecraft\Instances<name of your mod pack>\config\ars_scalaes_common. by default mana=>exp conversion is 1/5th what you spend and only the mana spent on green glyphs count. So that double aoe 5 pierce dig spell you wipe out your mana bar on gives almost no xp unless you tweak that config file. on the flipside it has a bug with touch spells if you use touch on empty sky with like all grow spells you actually will see some pmmo xp.. and spend no mana doing it. The other bug in scalaes is that the config won't respect changes for scaling health. That said if you are using ars_scalaes it's kinda fund to add Identity and then fly around as a wilden stalker. creative flight with no default mob agro is addictive.. just watch out for carpets next to doorways.
*blue glyphs
The touch thing needs to be fixed then
Not counting yellow glyphs is because just you could just be spamming amplify at tier 1. While if you need to actually do something it's more gradual overall
And Configs are totally meant to be tweaked
Usually people use Pmmo and Ars only in packs where the two are configured on a specific gameplay
I would happily take fixes to both bugs in ars scalaes. The scaling health mod is great but it makes direct damage glyphs basically useless until you can farm difficulty drops with drygmies. That has the reverse problem of making you un-killable because of all the hp you can stockpile. If you can't scale spell damage you are pretty much beholden to summon spells for combat.
Doesn't SH damage only scale with those too?
What's the difference between going with a sword or a spell if both get the flat bonus? ?
spells don't get the bonus even if you tweak the config
it will get the bonus for pmmo but not SH. 1.19
Then i think I know where the bug is.
I understood it as "make it multiplicative instead"
no i would be happy with flat
Which is just hard to handle
pmmo doesn't work with varmpirism and my boys love vampirism
The dev build also have a change for pmmo damage. Moving flat to a perk and multiplicative to a config.
I just uh, have to stash some wip stuff of other compats.
i know the feeling.. my day job is a programmer. gear shifting is hard.
perfect, today is not a gradle day. Or maybe i should say that it fully is 
Stuck in build model for dependency update
My gradle has been doing that everytime I open up Ars lately
this time is my fault, i deleted some cached folders
since i had like 20 versions of ars there
yet another reason i don't java ๐ฆ if only i had the patience for it.
gradle != java
Of course SH compat doesn't work
The event listener is registered only if "scaling_health" is loaded
But the mod id is "scalinghealth" now
well that makes the patch easy. hmm gradle looks interesting. too bad it doesn't support continuous integration and my company has over a decade invested in jenkins..
wdym, it definitely supports CI
oh the article i read about it was apparently old.. like pre 2015 old
It's pretty difficult for anything not to support CI
I'm not even sure what that would look like
cron jobs.. lots and lots of cron jobs ๐
I have no idea what you mean by that
so because earlier systems didn't support ci devs would use crontab in linux to run custom scripts to compensate.. usually written in bash and/or perl so you can imagine the horror of maintaining them
Maybe I'm being dumb but I don't see how those are connected
A cronjob is just scheduled tasks
How didn't they support CI?
yes and you would have it run scripts that did the lift that ci's currently do
ci currently does..
keep in mind this was all pre git and the early days of svn
Yeah that makes more sense, but not sure what it has to do with Gradle ๐
oh i was reading an article comparing jenkins to gradle. The big red flag in the article was no CI in gradle.. then you mentioned it had it and i found out gradle added it in 2015.
Can you link this article because you saying gradle added CI makes no sense
https://discuss.gradle.org/t/revolutionary-new-gradle-features-on-the-2014-roadmap/7724
that was the roadmap announcement for adding/building out CI in gradle. Couldn't find the original article i mentioned.
We are convinced that Gradle 2.0 is the best available enterprise build system. Yet we are far from done. Finally, we have the R&D bandwidth to make deep improvements to Gradle in some areas where it is still lacking. We also have the bandwidth to make some fundamental innovations in the domain of build and continuous delivery. These things will...
The only change regarding CI is improving caching, it never didn't work or didn't support CI
I don't quite understand what you are discussing but thank you for helping
i probably should have read it more closely ๐ฆ
Wow, I had this exact question a day ago cuz I was playing RAD2 and you can't use the ars book till lvl 5
I ended up just doing quests that gave me a choice of stat XP types until magic was at 5, then equipping spells for light, harm, fire, freeze, etc hoping to level up by using them
Then I went full window-licker and upgraded my book to tier 2 immediately before leveling at all, which requires lvl 15 to use
Google also says mining magic ore (source gems)