Budschie / BudschieMorphMod

This is a port of the morph mod to forge 1.16.5
MIT License
11 stars 9 forks source link

Some morph abilities, suggestions, and bugs #45

Open AFinalWord opened 2 years ago

AFinalWord commented 2 years ago

I'm going to list off what would be cool to see in the mod, and then the description to tell you what I would like to see with that!

Goat - I think the goat could have a jump / ram ability, (basically like the squids launch wherever you look you launch in that direction) when you look in a direction, it launches you about 10 blocks in that direction (since that's how high goats can jump) and it would be able to do damage to entities, so unlike squid it would be good for PVP and other things, oh and also, it shouldn't take any fall damage since goats don't take fall damage when doing the jump, or you could maybe turn off fall damage when you do the ability, but after you land on the ground it turns on again.

Fox - I saw you did change the fox a little which is pretty nice, but I have an idea for an ability, I think you should add a pounce ability so that whenever you are looking at an entity, you press the ability button and it launches you upwards and kind of towards the entity so then you can do a critical attack on it easily, this is a pretty op power since you can literally jump and critical attack them from the air, so it should probably have a bit of a cooldown, (I'm not really good at balancing so you can choose how long the cooldown is) and like the goat, you should make it so either it doesn't take fall damage at all, or the fall damage turns off when you do the ability, and then when you land it turns on again.

Dolphin - Dolphins don't really have anything special about them, but actual dolphins give dolphins grace, so I think a cool idea for the ability could be that when you press your key, it gives any nearby players and yourself dolphins grace, it would last for a bit (5 or more seconds maybe?) and then it would have double the cooldown on it, or just 10 seconds for a cooldown, whatever you think is best, I also saw that when you hold an item as a Dolphin it actually shows, idk if this is a feature or a bug but either way if it was angled correctly I would kind of like it tbh lol.

Ender Dragon - Now I got to say, I don't expect you to do this one any time soon, but I think it's also pretty obvious what I'm going to say, the ability for the key is that you shoot a dragon fireball, and also he would fly as well, another thing I thought of is that, he should be able to launch entities into the air if you get close to them, just like the actual one! There are a couple of bugs that I would like to point out that you most likely know, but the animation just completely doesn't work for the ender dragon, and the hitbox is so wacky, seems like the Ender Dragons due to a make-over! Again, this is probably gonna be in your nightmares, so I'm sorry, but I'm kind of not sorry, hehe...

Cat - Nothing much about this one, just wanted to say that I think it's strange that you gave ocelot the no fall dmg ability, but not for the cat? Probably should add that for the cat too.

Witch - The Witch should have a potion throwing ability, like the Llama but with a much longer cooldown, and the potion choice I don't really care for, or you could maybe make them random bad potions, either way I'd like it!

Evoker - The Evoker should have a fang attack when you press the ability key, and the reason I specifically said the fang attack, is because, if you summoned multiple Vex, they wouldn't attack other mobs (unless you wanted to implement that or something idk) and they also might attack you since you would most likely use it in PVP situations, but the fang attack would be a lot more reliable since you would just summon a row of fangs in front of you, just like it's normal attack.

Slime And Magma Cube - I wanted to put them in the same group to minimize this comment a bit, even if it didn't really matter, but you should make them bounce on every block (as if every block is a slime block) to change them up a bit from just a normal morph, and also the magma cube doesn't have any lava resistance or anything, so you should probably add that too.

Zombified Piglin - The Zombified Piglin doesn't burn in lava! So, I think you should make them not burn in lava as a morph too.

Piglin And Hoglin Hostility - Even though I'm morphed, they still come after me, if I put on gold armor the Piglins stop, but the Hoglins will always try to kill me.

Piglin And Hoglin Morphs - As I was saying with the "Zombie turning into a Husk in the desert" and "Zombie turning into a drowned in water" I was thinking maybe you would transform into a Zombified Piglin when your out of the nether, or if your a hoglin, then you turn into a zoglin, ect ect... But also, I have an idea for some powers for the Hoglin and Zoglin, I think they should have the same thing as the iron golem but a little bit less high, and the Zoglin should also have resistance to fire.

Panda - I have a really funny, but pretty good PVP ability for pandas, I think the ability should be a roll ability, you can roll over your foes by smashing them with your roll just like how pandas also roll, this roll would be good for moving around and also PVP since I like the idea of it having damage to entities! And you should also be able to eat bamboo like pandas. (I don't know how the heck eating bamboo would be possible but it's not that big of a deal)

Vex - The Vex should have a flying ability, and if you press the ability key, you should be able to fly through objects and be invisible, but you cannot hit entities, and it would have a cooldown to prevent people from being able to quickly switch modes so they can be basically impossible to fight.

Shulker - It should probably have an animation for opening and closing itself randomly, and also its ability should be shooting Shulker bullets! If you look at an entity it'll target that specific entity, if you're not looking at an entity though, it will go to the nearest entity.

Mooshroom - A lot like the Cow, you should make it so that, instead of milk, it does suspicious stew, and every time you do it, it would give a random effect that suspicious stews give! It would have an even longer cooldown than the Cow's ability since this one is a bit more op, but at the same time it might be a bad effect! Kind of like a roulette on what you would get, also I think you should also make it transform into a Brown Mooshroom if you get struck by lightning, (and give it the same things that normal Mooshroom has) AND if you really wanted to go a step further, you could make it so that if you get clicked on with shears, or if an entity hits you with shears, you turn into a Cow.

Mule And Donkey - At first when I was testing, nothing seemed bad about them, since the speed and jump that they go isn't very impressive as mobs anyways, so it makes sense that you didn't make them have any speed or high jumping, but I will say that they don't have the insta-jump that your Horse morph has, it almost slipped past me! but jokes aside, probably should be added.

Pillager - The Pillager doesn't have animations for swinging, blocking, or charging up a crossbow, it does have the crossbow holding animation, but it doesn't have the loading animation, and also no animation for bow, ect... (And this happens with a lot of other morphs, so yeah)

Skeleton - As I was saying with the others, you could add a sort of cool way of getting the Stray, by standing in a cold biome as a Skeleton! Again I don't know how this would work, but you can implement this or not, it doesn't really matter to me...

XP Cost System - Don't know how well this would actually work, but maybe you could make some sort of XP costing thing for the morphs to make more op ones harder to use? To be honest I don't have much of an idea of how this could be implemented, I was just thinking maybe you had to have a certain level and then to morph into that morph, it had to cost that amount, meaning it would take the XP in order to morph! Another thing is that depending on how strong or how many abilities it has, it would have a more expensive XP cost depending on its strength and abilities.

Ghast - So I was messing around, and I found out that the Ghast does not have a shooting animation, so that should be added. (When it opens its mouth when it fires)

Horse - If possible, the jump should have the jumping animations that tamed horses have.

morphGriefing Gamerule - Some people might not like it when you can just go up to their house and blow it up, even if mob griefing is off. So, I am proposing a new gamerule called morphGriefing! It would basically act the same as mobGriefing, but instead for morphs (For example: Snow Golems having trails would stop, Creeper explosions wouldn't destroy land, ect ect,) personally I don't use mobGriefing very often unless I have a server, but it would help a lot for people who don't like griefers.

Snow Golem - First I'll address the bug since it won't be long, but in the inventory, the picture of the snow golems middle snow block is twisted 90 degrees and has it's stick arms in a t-pose form, I don't know how fixable this is but I'm sure there's a way. Secondly, the snow golem doesn't get hurt in deserts or the nether, I'm glad the water damage was added to it, but the hot biome damage should be implemented for the Snow Golem, I don't really know what biomes it does get hurt in, but I know the desert and nether are two.

Morph Punching Reversed - Whenever you punch with morphs that either have arms (Except some certain morphs like zombies and zombified piglins,) they punch with their off-hand, so that should get fixed. The reason that I don't really like this is because, if your PVPing someone, they swing with their shield or whatever they have in their off-hand and it's very misleading when they hit you and it does like 5 hearts because they actually have a weapon.

Warden [UNRELEASED] - I know, I know, the Warden isn't even out yet, it's for 1.19 which is well away I'm sure, but I have a really good idea and I don't wanna lose it. So obviously since the Warden is blind, it would have a super bad blindness effect but enough to see a couple blocks under you so you aren't completely reliant if you're near an entity (Since the Warden can locate you if you stand next to him, I thought that was why he shouldn't have complete darkness and be able to see a tiny bit!) And any vibration in your radius will get the glowing effect (Only you can see the glowing though, and it does include projectiles, blocks being broken, sculk sensors, sculk shriekers, ect ect...) and you'll be able to locate them basically unless their using things like sneaking, or any other possibilities that could make the Warden not get attracted, it's possibly the best way it would work out in my opinion. Again though, anything could change so I will definitely keep an eye out for anything related to the Warden (He's probably my fav mob now ngl it's so cool.)

Morph Sounds - Credit to mudrecodmkd for the idea! I like this idea and it's a very small and simple addition but can be so good for more immersion and also trolling. :trollface:

Creeper - As much as I like unexpectedly switching to the creeper and exploding near my friends, it is a bit unfair for them. So, I thought about maybe the creepers exploding animation and sound as well? Even if it's very small, like maybe 0.2 seconds until you blow up, so the animation still works but it's just sped up very fast, even if it doesn't change anything for my friends to at least notice what happened, it's still a nice touch to make it look and sound nicer (The sound would also be sped up.)

Special GUI - I really like the idea of adding a special GUI to the Creeper, Spider, and Enderman, the reason is because, in spectator, when you spectate these mobs, they have a special GUI / shader that gets put on their view, and to add to Minecraft's logic, it only makes sense that these should be added to them.

Frog [UNRELEASED] - It's pretty obvious what the abilities will be if you've watched the 1.19 bedrock betas and the 1.19 showcase, but I'll say it anyways. So, the frogs should be able to jump high (just like the rabbit's jump boost it has) and have the frog's jumping animation so it looks like the normal frog, it should also be able to eat small slimes and magma cubes. Depending on balance, if you want to make it give you a frog light when you eat a slime or magma cube, then sure, I'm just not sure if it's OP or not. Another thing I want to point out, is, being able to get the different types of them as morphs too since it will most likely be an NBT, you can see it as in the videos and bedrock betas of how they get different types in different biomes, but they're not actually separate mobs.

THIS IS NOT RELEVANT ANYMORE, SEE OTHER BUG BELOW Dog, Cat, And Parrot Pet Morphs - There seems to be a bug with the pet morphs, when I kill my pet and try to transform into it, it does not actually morph me into it, but I still can get the abilities from them (Like how cat has night vision and speed, and parrots can fly) and if I try to morph into them with commands, it says it's a compatibility issue and I should put it here, soooooooo yeah.

This is what I have to say about the top message that is actually not the bug Ok so I was messing around with a new world I just created, and everything was working fine when I was testing out the different morphs, but I wanted to test the pet morphs, and I thought command would be easier, so I did the command to morph myself as a wolf that's tamed by me, but it gave me a message that was saying that it was a compatibility error, so I just decided to test out the actual morph by doing it manually to make sure it worked that way, but it just gave the abilities, but THEN when I tried to morph to something else that wasn't pet related, it also didn't do anything, just gave me the abilities, so I reloaded my world by exiting and rejoining, and it then worked all fine and I was able to use the morphs (including the pets,) then I did the command again to see if it would do the bug, AND IT DID, meaning that it was actually just the command, so the morphs do in fact work, it is just the command that breaks everything, so considering this is a pretty glitchy thing, I was hoping you would be able to fix this by telling you the story. :smile:


I like the idea of Advancements so much, I thought I'd share Advancements I thought of!

Genocide - Kill and collect every single Villager soul.

Always Dancing! - Morph as a parrot, put a music disc in a jukebox, and listen to the sweet beats!

Not So Peaceful? - Kill and collect every passive mob soul.

Catstronaut - Build to the world height limit, Morph as a cat or ocelot, and fall off. (Unless cat has fall damage)

Pretty Hot, Eh? - Kill and collect every Nether mob soul.

Soul Stone Is Mine - Kill / sacrifice one of your pets.

You can also change these to whatever you like! Some of them I couldn't really find a catchy name, so yeah.


Thank you for reading this, I hope my suggestions are fit with your mod and you like them! Took me days testing and finding all of these things, so thank you again, have a nice day! P.S. I EDIT AND CHANGE THIS IF I FIND ANYTHING OR THINK I SHOULD ADD IT ON, SO THERE MIGHT BE SOMETHING DIFFERENT EACH TIME YOU CHECK THIS! πŸ‘‚

Budschie commented 2 years ago

Nice! Thanks for your pretty long list of features that I could add to my mod. That should keep me busy for a while.

AFinalWord commented 2 years ago

Also I'd like to say thank you for helping me with the OptiFine thing, I didn't even think of checking OptiFine itself! And the preview version does work with the mod, thanks!

Budschie commented 2 years ago

Quick status update: I've now implemented the glow squid, powder snow abilities (except the strays thingy), chicken and parrot wing flapping, undead mobs burning in sunlight (some mobs like the phantom get damaged even when having a helmet put on because you cannot graphically see the helmet) and the phantom (it has an interesting flying mechanic that is a bit like elytra flying, but more precise). I also fixed the creeper leftover soul bug.

AFinalWord commented 2 years ago

Oh wow! Cool, can't wait to see the phantom flying mechanics, good job. πŸ‘

AFinalWord commented 2 years ago

Also, not to be impatient or needy, but I kinda wanna know when the next update is released? I'm planning on making a server with your mod with my friends and I to play and kind of roleplay for an SMP. (Although, with the current state of Minecraft's servers, I don't know if I'm going to do that now)

Budschie commented 2 years ago

Well, I'm probably gonna release a new release soon (in ~1 week or so), and I'll try to fix as many bugs as I can in that time. Also, the release will probably be available for both 1.17.x and 1.18.1, as there isn't a big difference between these MC versions, so porting this mod to 1.18 will (hopefully) take next to no time.

AFinalWord commented 2 years ago

Sweet, yeah, the main thing about 1.18.1 was the generation, not much was changed in it in terms of items, mobs, blocks, just generation and a couple other neat things, so I figured it wouldn't have many bugs considering the 1.17.1 version didn't have many bugs. Anyways have a good day!

Budschie commented 2 years ago

May I include this list and your GitHub account name in the changelog of the next release?

AFinalWord commented 2 years ago

May I include this list and your GitHub account name in the changelog of the next release?

Sure! I don't mind, I'm glad it's helpful. πŸ˜„

AFinalWord commented 2 years ago

I want to comment about this because I want you to see it, but why did you make specifically the pufferfish not drown? I'm just confused and doesn't really matter that much, just wanted a small answer to my question.

Also, I hope you have a good Christmas Eve / Christmas! πŸŽ„

Budschie commented 2 years ago

Well, I wanted to make sure that the pufferfish isn't too weak, so it is a bit of a balance thingy. The pufferfish has an (in my opinion really interesting) ability, and it would be kinda useless if you could only use it on land, so I opted for not making the pufferfish suffocate on land. So, that's really the reason of why I made the pufferfish not drown on land.

By the way, I wish you a good New Year's Eve, as I am afraid that I am a bit too late for wishing you a Merry Christmas.

AFinalWord commented 2 years ago

Just wanted to say that I'm still updating this! It's been a while since I last said anything, but just wanted to inform ya. πŸ‘

The comment also seems to be slowly getting buried with the others, I don't think it's that much of a problem considering it won't get buried very fast, but I did notice and wondering if it's gonna go on second page. πŸ‘€