simeonradivoev / MatterOverdrive

A Replication mod, for Minecraft
GNU General Public License v3.0
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more enchantments #400

Closed shadoxxhd closed 8 years ago

shadoxxhd commented 8 years ago

(sorted by enchantment ID)

armor enchants: can be applied to robot parts; when installed enchantments give special benefits protection: increased damage protection (small bonus) OR shield can stay on for longer periods of time fire protection: chance to take no damage on each fire tick (bonus stacks) OR shield makes you fireproof while active feather falling: like the normal enchantment blast protection: shield blocks percentage of explosion damage projectile protection: chance to deflect arrow w/o shield active (still costs energy (higher than normal shield cost, but decreased if deflect chance >100%); works like an ADS) respiration: - aqua affinity: like the vanilla enchantment thorns: shield deals damage to attacking entity (even at melee), stomp deals more damage

weapon enchantments: n/a (no melee weapons available)

tool enchantments: can be applied to weapons and tools efficiency: decreases energy use (like unbreaking does atm) silk touch: like vanilla effect on tools, no effect on weapons unbreaking: reduces heating rate fortune: tools: vanilla, weapons: chance to fire multiple shots? (or maybe chance to not generate any heat when firing)

bow enchantments: could be used on projectile weapons (railguns/plasma crossbows/etc.)

custom enchantments overclock: increases weapon damage & tool speed cooling: increases heat drop (useful with heat capacity upgrades) thermal buffer: increases heat capacity stealth: invisible projectiles

upgrade modules (should have some (maybe expensive) way to use multiple types) warp lens: increased projectile velocity (hitscan) thermal buffer: increases heat capacity (100->200), can be 'supercooled' (very expensive&big machine, needs lots of energy) to provide 1-time heat absorption (maximum ca. 10k stored negative heat (NH), but cooling gets more expensive the cooler the buffer is) superconductivity upgrade: extremely expensive, has big (maybe as much as 100k?) NH storage, needs to be cooled down to at least 80% NH to work, energy consumption is greatly decreased (x0.2), normal heating disabled, but weapon slowly looses NH simply by being equipped active cooling: cooling rate massively increased (x4?), can 'overcool' (toggleable) but needs energy (normal cooling is quite cheap, overcool is 50% more expensive than with a dedicated cooling machine, overcool cap can be set in weapon bench) (maybe 3 variants: passive cooling upgrade (x1.5, no energy drain), active cooling upgrade (x4, energy drain), 'supercooling' upgrade (x5, can 'overcool')) energy pattern stabilizer: increases range (x2) pulse precharger: enables burst fire (3-shot burst, s/m x0.5) alternating capacitor precharging: s/m x2, energy drain x2.5 multi cell capacitor: expensive. 1.5x energy drain per damage. ability to change fire rate/pattern. weapon has 6 energy cells. cyclic cell charging. possible patterns: -1/1/1/1/1/1: s/m x3, damage x0.5 (spray&pray) -2/2/2: s/m x1.5, damage x1 -3/3: s/m x1, damage x1.5 -6: s/m x0.5, damage x3 (useful for snipers) -3/1/1/1: dmg: 1.5/.5/.5/.5; delay: .33/.33/.33/1 charge/time table for last sequence: (time unit=base delay/3; energy unit: 1/6 cell capacity; dmg unit: 0.5 base dmg)

time c1 c2 c3 c4 c5 c6 dmg
0 0 0 0 6 6 6 3
1 1 1 1 0 6 6 1
2 2 2 2 1 0 6 1
3 3 3 3 2 1 0 1
4 4 4 4 3 2 1
5 5 5 5 4 3 2
6 0 0 0 5 4 3 3
7 1 1 1 0 6 6 1

...

combined w/ puls precharger: needs 2 energy cells for 3-shot burst w/ .5 base dmg; can't shoot in 2 successive ticks (2-2-2-0-0-0 not possible; weapon fires at 0/0.5/1 -> 2-0-2-0-2-0 becomes 111011101110) -2/2/2: s/m x1.5, dmg 3x.5 -3/3 (3-0-0-3-0-0): s/m x1, dmg 3x.75 -4-0-0-2-0-0: s/m x1, dmg 3x1/3x0.5

inhomogeneous focus crystal: converts projectile into multiple 2-3 damage ones with significant spread. projectile count based on damage of weapon *1.2 (because the energy doesn't need to be focused that well, leading to higher conversion efficiency)(or maybe N=min(damage,50)^0.75+max(damage-50,0)^(1/3) ?)

simeonradivoev commented 8 years ago

Oh my goodness.

shadoxxhd commented 8 years ago

it looks complicated, but implementing it should be way easier than it sounds at the first moment

simeonradivoev commented 8 years ago

Unfortunately vanilla enchantments cannot be applied to items different than the vanilla ones. You can apply the looting enchantment only to items that extend the Sword item.

shadoxxhd commented 8 years ago

would it be possible to make robot parts extend the armor base class yet be unequipable in the armor slots?

simeonradivoev commented 8 years ago

no

ghost commented 8 years ago

Close this ?

ghost commented 8 years ago

@simeonradivoev ?

shadoxxhd commented 8 years ago

even if enchantments are sadly not possible, the ideas about upgrade modules are still valid