Hi all,
I created this fork a while back purely to add my custom interface and a couple of little tweaks for my own use but my last addition was quite significant and something I know a lot of people would probably appreciate being able to use, so I thought I'd do a quick build to release and link to my repo.
I'd like to give a big thanks to Ender for providing the base client I forked from, I was just going to send all this as a pull request initially.
While I plan to keep working on it for a while, I'm really not likely to maintain this fork for a huge amount of time, I go through cycles of being insanely busy and having nothing to do, mixed with the fact I'm often lazy and unreliable don't count of frequent updates, feature suggestions being likely to happen or any of the jazz the other client providers give you. Putting this out there is more an invitation for those more reliable lovely people providing clients to take what I've done, clean up the code and integrate it into their own client.
You can find the repo here: https://github.com/UndefinedTerry/hafen-client
Or if you just want a download you can grab the client here: http://protectorworld.com/files/hnh/Undefork.rar
If you have problems because you're running the wrong version of java, you're trying to run it on a toaster or you just don't get 'pooters then I'm not likely to be any help. If you have problems with a feature I've added then I will. If you can run Ender's client you can run this I just really couldn't be bothered to work out some sort of fancy updater like that hero has so you get a folder full of jogls!
That out of the way here's what's in the fork:
Combat system Improvements:
RUN FROGGY RUN
You may now assign hotkeys to all(*) moves in the combat options menu.
During combat if a move is drawn that has a hotkey assigned you may press that hotkey instead of the assigned number, you may also still press the number. Now you can ignore the order moves are drawn in, spiffy.
If a Combat Discovery pops up you'll need to press the appropriate number unless it's for a move you've assigned a keybind in which case that'll work.
(Also note that the grid menu in the bottom right will be locked out from accepting hotkeys during combat, you can still click stuff and I doubt you want to build a oven while fighting anyway)
Cooldown timer will now display the exact amount of time until the cooldown wears off.
Queued move is now more obvious with a larger indicator
Delta display - After you attack something the first time your combat Delta will be worked out and displayed under the moves, this percentage is the reduction applied to your attack move cooldowns based on your AGI compared to your opponents.
For example, a combat delta of 35% means all your ATTACK moves are 35% quicker and it should be an easy win.
a combat delta of -35% means all your ATTACK moves are 35% slower and you can proceed to dirty your pants.
Automatically perform quick dodge / Take Aim when combat starts. Prior to the last patch this immediately played the move in order to counter insta-chop bad guys, not really as impressive now you need to wait for the 1.8s cooldown at combat start but still useful. Only these 2 moves since that's all I needed it for.
(*) Not all moves are mapped, an ulterior motive for posting this fork is to get them all mapped. When a move I haven't mapped yet pops into your belt of 5 you'll get a system message telling you which slot it's in along with the reference number I need to map it. If you'd like it added faster than waiting for me to discover it myself so that you can assign a hotkey, or just because you're nice and want to help me complete the list please let me know the move name and reference number, if it's an attack the cooldown time would be lovely too.
I've also added a couple of minor tweaks:
System time display with Dewy Mantle time alert. Will let you know when it's Dewy Mantle time, only triggers between 5am and 7am server time in case you haven't noticed, Dewy time is actually 4:45 and 7:15. The time will also show green during that time in case you miss it.
Free camera rotation, not sure why it's not in Ender's.
Instant open flower menus, it's all the rage this week.
Probably a few other things I've forgotten because I'm not organized.
The fork also includes my spiffy custom UI, I could have added an option not to use it, but I'm lazy, if you don't like it you just have to suffer, you should though, it's nice.
Planned stuff I intend to do and might if I get round to it:
Mapping all combat moves, if I get sent the refs to moves then it'll go a lot quicker. Sadly the last patch changed them all and I had to remap, I suspect future ones might do the same so unless I learn the move on a character myself (Which I'm bound to do eventually, I punch a lot of stuff) I'll need to refs again.
Tusk Romp protection (Probably Parry warning/protection too), don't you just hate it when you trigger and attack just as tusk romp goes up? - I plan to lock attacks that would trigger a retaliation unless you press them twice.
Combat front end overhaul. I don't like the current front end, I plan to do a large overhaul to change the way combat is presented client side, but it's a big job so I might not.
A note to custom client providers: Combat data (refs, cooldowns etc) is stored in Utils.java functions - It needs manually adding right now, I played with pulling cooldowns from the combat window move page resource but I probably wasn't caching them right. I don't work with Java and I'm lazy so there's probably a lot of places things can be cleaned up. (Just like the original source ba-dum-ching)