Closed riddle closed 9 years ago
Um system already uses DamageModifiers
, why don't you just add multiple spells and group them under pick
?
I didn’t know I could do it. Can you please provide me with an example of how it would look in actual config?
It works exactly like defining multiple items in LootTables
.
Exampru :
BoostHealth1:
- pick:
- addPotionEffect:
id: 2
duration: 1000
amplifier: 0
ambient: true
- addPotionEffect:
id: 6
duration: 1
amplifier: 10
ambient: true
Slowness & instant health.
Also, fun fact - the instant health we currently have in config (with duration: 0
)
Id can be replaced with Name
node (+ name, not a number, as a value) or after most recent commit (as I type that), with name
node :P
The problem here is obviously that if I do this on Hard Mode level, there is no way for me to adjust broadcasts / messages. I’ll reopen this for that reason.
What do you think about adding separate message node? So above example would look like that:
BoostHealth1:
- pick:
- group:
- message: "Potion effect 1"
- addPotionEffect:
id: 2
duration: 1000
amplifier: 0
ambient: true
- group:
- message: "Potion effect 2"
- addPotionEffect:
id: 2
duration: 1000
amplifier: 0
ambient: true
And you would use that message
as a variable in Spell config nodes?
Yes. In above example, first potion would tell player "Potion effect 1, second potion effect would tell player "Potion effect 2".
OK, works for me.
Now I have to figure out why I’m not getting emails in this repo.
Is this one closeable?
I’ve been thinking and I doubt we need server-wide effects anymore. All I really need is people being aware spells exist → Treasure Chase exists → maybe purchasing a pass or subscribing. This can be achieved using various broadcasts we have, so… sure.
Currently all spell effects are meh-able. And we can’t really apply anything good because then a spell could be used to gain advantage.
But if we switched to a random effect, it could suddenly become both fun and balanced.
What we need is a list where we can put
hardmode.yml
’sDamageModifiers
node names to refer to a specific effect and its length. A random one would be picked from the list and applied to people on the server.