yeelp / Distinct-Damage-Descriptions

Adding physical D&D-style damage types to Minecraft to deepen the combat
MIT License
8 stars 4 forks source link

[Suggestion] Hidden Damage Types #109

Open Xarmat-GitHub opened 3 weeks ago

Xarmat-GitHub commented 3 weeks ago

Suggestion:

Give Pack-Makers the option to hide costume ddd types from all sources (weapons, armor, shields, mobs, etc.) by adding some sort of tag to there own custom damage types "hide_type: true".

This gives Modpack Makers options to add ddd types that are not communicated to the player and can be used for immersion stuff like:

I am not sure how often this will be used, but it may will reduce tool-tips size on items and monsters a lot if someone want to use it this way.

yeelp commented 3 weeks ago

Not only do I like this, but this aligns well with an interesting situation I encountered with some of DDD's built in "internal types". I didn't really want them showing on tooltips for armor when "assume 100% effectiveness for unspecified types" is set (a config option that doesn't have an open issue in the repo; basically specify something like [(s, 0.6), (b, 0.8)] for armor and it gives those effectiveness ratings but all other types have 100% effectiveness instead of the normal 0%, if that made any sense).

Anyway yes, this actually makes a lot of sense.

I should mention this creates some confusion for Damage Distributions as they should always add to 1, but if tooltips don't show that because some types are hidden, then something should be shown instead.