GreatestFool / crystialis

Crystialis repository
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Custom adventure-mode dimensions for boss battles and exploration #15

Open GreatestFool opened 3 years ago

GreatestFool commented 3 years ago

Some dungeons will likely have to be custom made from the ground up in static void dimensions that follow the pack in some fashion.

Dimensional Dungeons is another way to do this, and will likely be used, considering that since issue 11 on this repository, rooms are now datadriven.

I remember seeing a thread about this once, regarding a pack where all bosses could only be fought inside of custom adventure-mode dungeons, but haven't been able to find it. Regardless, I vaguely remember how it worked. You use two (or more) command blocks, and set one to set you to adventure gamemode within a specified range while the other sets you to survival gamemode when you leave the range. The second one worked either by using the same range, or a little buffer right after the adventure gamemode area, to detect the player in and switch their gamemode around.

This will require either custom built dungeons, or the modification of existing dungeons should they support it.

This can be useful for gating certain items, blocks, systems or similar behind bosses. E.g. a pseudo-adventure mode dungeon for fighting the wither, and when you kill it, it has a chance to drop a custom item called the essence of withering, which you can use together with a custom item called an Inert mob shard in a Masterful Machinery machine to create the Woot item necessary to start farming the Wither (remember to disable crafting of normal Mob Shard). Alternatively, you can have a door open once the Wither is killed, wherein you find a Riddle Chest that contains some items and may also contain the essence of withering item. Once you leave the little room, the door closes and the chest content regenerates. A way to block teleporting is necessary here. Likewise, RFTools block protection can be used with a creative energy source to protect the blocks of the dungeon, and also instantly kill anything that teleports within the treasury.

If this is added, add another line to the pack description, something like monsters of particular strength, uniqueness and importance have hidden themselves away inside their own little pockets of reality. Discover them, and send them back to the void where they belong.

Boss dimension

NOTE the manner of which to enter has yet to be decided.

Once you've entered the boss dungeon, you enter a large and somewhat-hopefully awe-inspiring hallway. It has other hallways leading off from the sides, into small rooms where there's a shaft in the floor that you can jump into to be teleported into the subsequent boss room. Once there, you can return through a portal behind you, which will deposit you back in the center of the hallway.

The boss rooms are freely explorable, and no bosses will spawn until a sacrifice of challenge is made. This is done through the alter in the middle of the arena.

Once a valid sacrifice of challenge is inserted and the ritual commences, the portal is deactivated and even locked away until such a time that the boss is killed or all players are killed (upon which the boss despawns).

Bosses

Village dimension

The Village dimension is reachable through the use of a tranquil leaf/leaf of tranquility custom item that teleports you to a custom dimension with a custom skybox. Wherein a singular large floating island exists.

In the center of this island is a spire, within this, you appear. On the top of this, a massive blood red crystal floats (you can make the model of this using something like Blockbench. May need an actual mod to do this, if ContentTweaker is not up to par). Underneath the spire is a larger room, that leads down into the inside of the island, which is full of water, exotic plant life and passive animals. It is shaped like a hollow hill, with water running down the four sides of the spire and subsequent hill, between the streams are the entrances to the underground.

Aboveground, the village is split into a four areas. One of which are all farmland, one which is just regular village houses, one which is specialized village houses usually added by mods and the last being either something like a grazing area for animals or something else. There's also a wizarding tower built into the edge of the floating island in the specialized village house area, that serves the place for all kinds of magical cajinkis.

The massive blood red crystal is based on this picture. It comes from this thread.

background

NOTE to make the village dimension necessary, and not pointless, village spawns needs to be disabled. Issue for this in #23. Also note that this requires the disabling of spawning for wandering traders and the whatever-the-doctor's-name from Rats. See if there's a way around their despawning, like name-tagging them, so they can be made a part of the Village dimension.

GreatestFool commented 3 years ago

Currently, there's an open issue (101) on Portality's GitHub, not linking directly because it'll appear in the issue log, and this thread is out of scope for that mod.

Regardless, currently, vertical portals are not possible. For the boss room, as currently envisioned, to be possible. Either this needs to be added or some other solution will have to be found.

Will investigate.

Alternatively, one can consider using command blocks to seamlessly teleport to another location. In the same way as some videos has used it to display a never-ending hallway, because you get teleported to the beginning again, but it's identical so you don't notice anything off about it.

GreatestFool commented 3 years ago

Right, a solution has been found at it's even a superior one! Probably, at least. I've raised an issue over on Wormhole's github, number 20 specifically, for redstone control. Not linking directly, because this is out of scope.

Regardless, while the portals currently do not support redstone portal activation on/off state toggling, it does support vertical and horizontal portals. Not only that, but they do not actually link portals together, instead you add a target defined through a controller to a portal and teleport to a place in a three-dimensional-space. This supports multi-dimensional portals as well!

Basically, this means you can have one-way portals. Which is great for my use case. One portal leads into the boss room, and another leads back to the hallway!