FrozenBlock / WilderWild

A Minecraft mod that overhauls the Wild Update 
https://modrinth.com/mod/wilder-wild
GNU General Public License v3.0
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Ancient Goat Horn unique interactions #20

Closed MerpisMe closed 2 years ago

MerpisMe commented 2 years ago
MerpisMe commented 2 years ago

these took me like 30 minutes to come up with lol

AViewFromTheTop commented 2 years ago

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

MerpisMe commented 2 years ago

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)

AViewFromTheTop commented 2 years ago

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.

MerpisMe commented 2 years ago

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

AViewFromTheTop commented 2 years ago
  • 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:

  1. 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.
  2. 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.

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.

Xfrtrex commented 2 years ago

whats Ancient Goat Horn

AViewFromTheTop commented 2 years ago

whats Ancient Goat Horn

use it in-game youll see

MerpisMe commented 2 years ago

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:

  1. 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

  1. 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

StancuAlin2008 commented 2 years ago

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

MerpisMe commented 2 years ago

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

StancuAlin2008 commented 2 years ago

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

MerpisMe commented 2 years ago

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

StancuAlin2008 commented 2 years ago

imo it shouldn't break after one time cuz it could techinically help the warden hear you still

MerpisMe commented 2 years ago

imo it shouldn't break after one time cuz it could techinically help the warden hear you still

eh. fair enough i guess.

AViewFromTheTop commented 2 years ago
  • 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.

MerpisMe commented 2 years ago

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?

AViewFromTheTop commented 2 years ago

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.

MerpisMe commented 2 years ago

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)

AViewFromTheTop commented 2 years ago

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.

AViewFromTheTop commented 2 years ago

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

MerpisMe commented 2 years ago

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

AViewFromTheTop commented 2 years ago

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

MerpisMe commented 2 years ago

why what happened

LOUD

Xfrtrex commented 2 years ago

it should go through blocks

AViewFromTheTop commented 2 years ago

it should go through blocks

It goes through Glass, Sculk, and Osseous Sculk at the moment

AViewFromTheTop commented 2 years ago

Shrieker and Sensor interactions have been added. EDIT: And the Warden interaction.

AViewFromTheTop commented 2 years ago

Shrieker and Sensor interactions have been added.

The Sensor hiccups too often.

AViewFromTheTop commented 2 years ago

@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?

Soro335 commented 2 years ago

@AViewFromTheTop another little bug

https://user-images.githubusercontent.com/82042293/166122133-dc0a542c-d326-4ae3-ab49-0ccfb334dd76.mp4