Deathsworn Rework#520
Conversation
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@QuantumXenon you mind if i leave comments throughout the files? it helps for future debugging no matter who's working on it, especially for deathsworn thats kinda more complex |
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@spaghettube Whatever works for you - I'm happy having them if they're useful |
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Also, I've marked this PR for |
current to-do list includes making the previous petrified_mobs tag a blacklist, instead of a whitelist, only minionify entities that posess attack damage attribute, check if things break if the player leaves the server or changes dimension
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to-do list is now: clean up unused powers; periodically clear minions on standby (more complicated); test on multiplayer once these are fixed think the origin is fully set up. i had some more other ideas, but just some minor misc stuff to add |
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@QuantumXenon since this is a rework here's food for thought, based off my own opinions: i feel like the reducing max health mechanic is just plain annoying and could be removed every time a minion is summoned, its stats get nerfed so OP mobs aren't recycled over and over without consequences, something like 5-10% overall attribute nerf every summon related to a misc feature i was talking about before, instead of having a ray that does damage as a power, if this rework goes well, i could try and do something like a minion/group of minions charges into the ray's trajectory and deals damage (a set damage, not per minion attributes). given the way i am handling this new minion system, this would be doable and i think it'd look cool, the power itself would be the same, but it'd look different thoughts on these? |
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priority rn is multiplayer testing, the origin is fully functional atp from what ive seen |
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@spaghettube
This seems fine - the percentage could be adjusted if needed, but if it makes for a better experience, then I agree.
I also agree that this sounds cool, if it works out, that will be great! Thanks again for helping me out - I'm looking forward to seeing where this rework goes :) |
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ive been working on this for a while now and because of what it seems is a bug with origins raycasting, i only now got a prototype working after a lotta headaches. stilll got some bugs, but i think i can eventually fix all of it |
still need to test multiplayer, but it seems like the quick attack mechanic is bugless rn, maybe the damage could be tweaked but thats a tweak for later
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just a to-do list so i dont forget: @QuantumXenon what mobs do you think should be blacklisted? i set dragon, wither, warden, and player as default, considering only mobs that can attack get crystallized. if you're also thinking of any modded ones, go ahead |
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@QuantumXenon seems like you've been inactive for a while, just wanted to remind you of this pr and lyk its release ready. idk whats your process of testing, if you do it yourself or ask some other people. In any way, ill of course be a maintainer for the origin, if you need support or any clarification for the actual code just ping me on github and ill help |
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@spaghettube Sorry, I missed that it was completely finished - I don't think I will get to it until the weekend though. Thanks again for doing this! |
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yea ofc bro no worries. As i said (i think i did) i was simply doing this as a hobby, the fact that this learning experience actually turned out into something stable in such a considerable short time is crazy for me to think about so yea just lmk when you need me for maintenance. Also there's that conflicts thing appearing, i don't use github often and i tried to take a look, couldn't figure out what the conflict actually was, so maybe look into that finally, honestly, and if youre cool with it, if you were to flag me on modrinth as contributor or deathsworn reworker or anything along those lines, it'd already show a shitton of appreciation for the project |
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a purely misc feature that i could work on eventually if i don't find it a hassle for myself. i'll leave a few notes here for my future else just in case. Detailsreplicate tamed wolf ai on minions:test if y=-70 every tick works and replicate only either Motion[0,2] or Pos[0,2]. cons: unlikely to find failsafes in case minion is targetting an entity without using AngryAt (bad mod support) else replicate with fully accurate Pos, look into invisibility with no particles and maybe use pehkui's hitbox modifier to set it to 0. if minion is targeting an entity, make the wolf target the same entity, but make it unable to damage it (check if there's a power that does it). cons: pehkui's hitbox modifier isn't entirely reliable, wolfs attack entities by jumping so jump attacks from certain minion wouldn't make much sense else merge first and second idea, check if distance threshold for wolf tp is modifiable and keep it on y=-70, add dummy entities on same y for wolf to target. cons: same as jump attacks from 2nd idea, possible overcomplicated 4 way system minion-wolf,target-dummytarget->wolf-dummytarget |
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i dont have much github experience, but i looked into it and seems like there were no actual conflicts after all |
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@QuantumXenon up to you whenever you have the time, but just reminding you of this my man :) |
just a proof of concept, still very rough around pretty much every edge. deathsworn lowk my fav origin but it might be the worst one when it comes to mod compat. im trying to rewrite the whole origin so that summoning works no matter the entity. if i do manage to make this a decent functional rework, would you consider using it, or should i keep this one to myself? if you wanna try it you should probly package this into a datapack and not source btw, when this is more full-fletched ill do it properly
also, i might need some help when it comes to the powers part because i cannot code using origins for shit, im always messing up the most basic of stuff
lmk @QuantumXenon