Closed MerpisMe closed 2 years ago
these took me like 30 minutes to come up with lol
Ok merp at this point we might as well just try to find a way to cancel the registration of Sensors and Shriekers and make our own versions of them, considering how much we want to do with them PLUS this
Ok merp at this point we might as well just try to find a way to cancel the registration of Sensors and Shriekers and make our own versions of them, considering how much we want to do with them PLUS this
yeah probably. we could also probably just use a mixin and slap the existing code plus our code on top (optifine style)
yeah probably. we could also probably just use a mixin and just slap the existing code plus our code on top (optifine style)
Simply impossible- with how much we want to change, Mixins won't suffice.
yeah probably. we could also probably just use a mixin and just slap the existing code plus our code on top (optifine style)
Simply impossible- with how much we want to change, Mixins won't suffice.
frick well at the very least, if we can figure out how to cancel the registries, we should keep most if not all of the vanilla code in our versions and simply add to it
- Shrieker: summons warden, but in turn causes the horn to lose extra durability. could also become completely inactive after a certain amount of uses (no souls on the top and doesn't shriek at all; basically just a decoration block) to make it less overpowered
Not too sure on this, the durability mechanic wouldn't make much sense, and it would be terrible if naturally generating Shriekers could loose their souls. However, if loosing souls only applied to new Shriekers, that'd help balance it out a bit more. One Warden summon, one soul lost.
- Warden: deflects the attack back at the player as a sonic boom (because yknow, you shouldn't be doing that)
Two issues:
I think it's more rewarding to use the Horn as a "puzzle piece" to avoid the Warden with. You use it on different Sculk Blocks and see which one helps more, and try to distract it that way. It's loot FOUND in Ancient Cities, meaning players will already have to be avoiding Sculk and possibly the Warden for a bit before they get it.
whats Ancient Goat Horn
whats Ancient Goat Horn
use it in-game youll see
Not too sure on this, the durability mechanic wouldn't make much sense, and it would be terrible if naturally generating Shriekers could loose their souls. However, if loosing souls only applied to new Shriekers, that'd help balance it out a bit more. One Warden summon, one soul lost.
yeah that second part was pretty much what i meant, didn't make that very clear
Two issues:
- This would encourage players to attack the Warden, as it reacts to it. I think that making the Warden ignore the sounds would be best, as it doesn't give anyone a reason to try to attack the Warden to see its reaction, and it also makes sense in the fact that the horn was taken over by Sculk; the Warden won't necessarily know it's a player making the sound anyway. On top of this, sounds shouldn't really be able to hurt the Warden to begin with, it introduces a strange contrast in my opinion.
fair enough
- The way Sonic Booms were implemented is that it can ONLY be used on the entity the Warden roared at- nothing else. It would be quite challenging to work around this, and if we do find a way, then that introduces the issue that players can easily distract the Warden from other players.
oh, okay, true, i didn't consider the fact that you could use it to distract the warden.
I think it's more rewarding to use the Horn as a "puzzle piece" to avoid the Warden with. You use it on different Sculk Blocks and see which one helps more, and try to distract it that way. It's loot FOUND in Ancient Cities, meaning players will already have to be avoiding Sculk and possibly the Warden for a bit before they get it.
admittedly, the warden was the last thing i added to this list, so it's the least thought-out one of the bunch. but i do agree with you, it probably shouldn't be used as an attack against the warden
I suggest you make the sculk echoer crack instead of instantly being destroyed the first time you use the ancient goat horn and if you do it the second time it would break
I suggest you make the sculk echoer crack instead of instantly being destroyed the first time you use the ancient goat horn and if you do it the second time it would break
i mean, what it does is pretty overpowered as is. it shoots out bubbles in random directions that completely distract the warden for the entire duration, so i think it's pretty fair that it self destructs afterward
yea but maybe shoot less bubbles that only distract the warden the warden when they pop? cuz this way it's basically like a snowball but lasts a little bit longer so you can make your escape while the warden is busy investigating the bubbles
yea but maybe shoot less bubbles that only distract the warden the warden when they pop? cuz this way it's basically like a snowball but lasts a little bit longer so you can make your escape while the warden is busy investigating the bubbles
they're already meant to distract the warden when they pop, we're planning on making echoers emit echoing bubble particles when activated, which then pop and send the vibration on
in any case, i still don't really see why it shouldn't break after one time. echoers are pretty easy to get at the moment anyway
imo it shouldn't break after one time cuz it could techinically help the warden hear you still
imo it shouldn't break after one time cuz it could techinically help the warden hear you still
eh. fair enough i guess.
- Other Entities: inflicts darkness and slowness IV for 5 seconds (allows the player to use it as an escape method)
Darkness doesn't have any effects on entity's AI, it's only meant for the player Either way this would entirely defeat the purpose of Slowness Arrows/Potions, I don't think this should be implemented. I think the fact that the projectile won't be effected by gravity is enough on its own, considering how frustrating Crossbows and Bows are to use. EDIT: This could also be the first weapon in Minecraft to utilize mechanics from PVZ Garden Warfare as well, where the damage is different depending on the range. At close-range it could do good damage, at mid-range it'll have the best damage, and far-range it won't do much. It's the exact way PopCap balanced weapons that were barely effected by gravity (pretty much all of them,) and it worked extremely well.
Darkness doesn't have any effects on entity's AI, it's only meant for the player
which was why i added slowness to it
Either way this would entirely defeat the purpose of Slowness Arrows/Potions, I don't think this should be implemented. I think the fact that the projectile won't be effected by gravity is enough on its own, considering how frustrating Crossbows and Bows are to use.
that's true, but if possible i'd like it to have some effect on entities attacked with it since i'm kind of liking the idea of using it as a sort of "recovery".
maybe instead, crouching whilst using it could cause it to blow nearby mobs away, similar to the wind horn in dungeons?
that's true, but if possible i'd like it to have some effect on entities attacked with it since i'm kind of liking the idea of using it as a sort of "recovery".
maybe instead, crouching whilst using it could cause it to blow nearby mobs away, similar to the wind horn in dungeons?
I don't agree with it honestly, it shouldn't be too overpowered. It should be a unique weapon that has fun mechanics with Sculk, but not something you can do stuff like THAT with. In terms of a recovery weapon, I'm just not feeling it. It entirely defeats the purpose of tipped arrows, and makes an already unique and powerful weapon even more unique in a bad way.
I don't agree with it honestly, it shouldn't be too overpowered. It should be a unique weapon that has fun mechanics with Sculk, but not something you can do stuff like THAT with. In terms of a recovery weapon, I'm just not feeling it. It entirely defeats the purpose of tipped arrows, and makes an already unique and powerful weapon even more unique in a bad way.
fair enough (i say that too often)
fair enough (i say that too often)
BTW did you read my edit about the PVZGW mechanics that'd be able to balance out this weapon? EDIT: I must clarify: We should probably use math.max to get the range and use either a cos or sin wave to calculate the damage based on the range. Having 3 different numbers would fit GW just fine, but this is Minecraft and doesn't really have worlds designed around weapons without gravity.
i also must say, it's hilarious that what started out as a typical annoying vine boom joke turned into something that's being taken seriously and actually would be fun to play with
i also must say, it's hilarious that what started out as a typical annoying vine boom joke turned into something that's being taken seriously and actually would be fun to play with
i didn't hear the sound until i played with it for myself for the first time last night and it scared the shit out of me i will hold this against you
i didn't hear the sound until i played with it for myself for the first time last night and it scared the shit out of me i will hold this against you
why what happened
why what happened
LOUD
it should go through blocks
it should go through blocks
It goes through Glass, Sculk, and Osseous Sculk at the moment
Shrieker and Sensor interactions have been added. EDIT: And the Warden interaction.
Shrieker and Sensor interactions have been added.
The Sensor hiccups too often.
@MerpisMe I seriously think the Catalyst one is too overpowered. Considering this is a giant vibration, why don't we leave out the Sculk Jaw and Catalyst?
@AViewFromTheTop another little bug
Sensor: gets put into "hiccup mode" wherein it activates at random, playing a hiccup sound (good for compact rng machines); however, if activated by an entity and a warden is nearby, causes the warden to immediately become aggravated with that entity
Shrieker: Will Summon the Warden immediately. On non-worldgen Shriekers, they will lose a soul and be unable to spawn new Wardens or shriek once they've reached 0.
Echoer: spits echoing bubbles in random directions for a few seconds, which can be used to distract the warden, but in turn causes the echoer to break afterward. if the echoer in question is upside down, after spewing bubbles, it falls and breaks (without dropping anything)
Catalyst: Will generate a worldgen Sculk Patch and break afterwards. (May not be possible.)
Hanging Tendril: explodes (because that'd be funny lol)
Warden: The Warden will take notice of the player if hit, but not receive any damage. The horn is a puzzle piece to avoiding the Warden, so using it on different Sculk Blocks strategically will be more effective.