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 Post subject: Ancient Artifacts
PostPosted: Sun Sep 15, 2013 3:08 am 
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Abandoning all hope of getting TiC to do what I wanted, I approached the problem from a new angle:

Rebuild what TiC gives the player, but in a non-craftable, non-renewable way.

Artifacts that take damage are unrepairable. Powerful artifacts might come with downsides. Non-enchantable, unimprovable, random. Bizarre combinations (attack mobs to refill your food bar!?)

I've got a basic structure down* (about to code a block to apply a random effect to the blank item, because, uh, I don't have any way to give myself functioning artifacts, because NBT compound tags aren't functional in the /give command yet), but I need a list of effects people would like to see. I have no idea what I can accomplish yet.

Right now I have one effect component: Healing. Which works on three triggers: onUpdate, onHitEntity, and onItemRightClick (which trigger is used is just as random as what effect).

*Implementing a Component Composition pattern on top of Minecraft's Object Inheritance pattern was not strait forward. But it should work.

Downloads
1.6.2 / 1.6.4
Download version 0.7.0 (AdFly) (Forge 859 recommended)
The 0.7.0 API
Download Plunder Rummage Addon (Requires Plunder Rummage)
1.5.2
Download version 0.6.3b (AdFly) (Forge 737 recommended)

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Last edited by Draco18s on Fri Nov 01, 2013 12:09 am, edited 3 times in total.

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 Post subject: Re: Ancient Artifacts
PostPosted: Sun Sep 15, 2013 5:17 am 
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Draco18s wrote:
attack mobs to refill your food bar

This.

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 Post subject: Re: Ancient Artifacts
PostPosted: Mon Sep 16, 2013 12:29 am 
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Effects

Code:
[x] Health regen
[x] Extra Damage
  [x] Without enchantments!
[x] Fill food meter
[x] Fill air meter
[?] Armor/damage prevention (Not sure?  Separate item class?)[/] Potion effects
  [x] One component per potion ID?
    [x] Each potion would have to be balanced separately :<
  [x] Damage Resistance
  [x] Night Vision
  [x] Jump Boost
  [x] Water Breathing
  [x] Food Saturation
[x] Enchantments
[x] Materials
[x] Lightning
[x] Explosions
[x] Fireballs
[x] Faster mining/block breaking
[x] Extra ore drops
[x] Supply light (possible!)
[ ] Theiving (steal inventory items)
  [ ] Each inventory is handled uniquely.
[x] Extra resources
[x] Mining
[x] Cash-out
[x] Air Walking
[ ] Spawn friendly mobs
[x] Teleportation


Triggers

Code:
[x] Right click
[x] Attack entity
[x] Tick
  [x] Only while active item
[?] Take damage
  [ ] Forge events :<
[x] Break Block
[x] Drop item (would be weird, but there's a hook for it)
[x] Interact with entity (shears use this)
[?] Item breaks


Ancilary

Code:
[x] Random name
  [x] Gather name fragments
[x] Random icon
  [x] Gather icons
    [ ] More icons
  [x] Pre-load icons (like metadata block): necessary?
[x] Multiple effects on the same item
[ ] Multiple effects on the same trigger
[x] Config options
[ ] Non-magical (trophy) artifacts (vases, skulls, urns, sacred humbug, etc.)
  [ ] Models / Icons


World Gen, etc.

Code:
[x] Wizard's Tower(s)
[x] Treasure generation
[x] Clay Golem
[x] Protection aura blocks

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Last edited by Draco18s on Fri Oct 11, 2013 2:05 pm, edited 11 times in total.

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 Post subject: Re: Ancient Artifacts
PostPosted: Mon Sep 16, 2013 1:11 am 
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Dropping the item gives an odd idea. A weak gold sword or the like, which if tossed/dropped summons a lightning strike to itself. Powerful effect, but with a good chance that 1) you'll be close enough to be caught in the blast, and 2) that the item doesn't survive using the effect.

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 Post subject: Re: Ancient Artifacts
PostPosted: Mon Sep 16, 2013 1:27 am 
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KefkeWren wrote:
Dropping the item gives an odd idea. A weak gold sword or the like, which if tossed/dropped summons a lightning strike to itself. Powerful effect, but with a good chance that 1) you'll be close enough to be caught in the blast, and 2) that the item doesn't survive using the effect.


As these items will be randomly generated, something like that could be possible.

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 Post subject: Re: Ancient Artifacts
PostPosted: Mon Sep 16, 2013 5:48 am 
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Could you have an item that morphs into another item when you drop it?

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 Post subject: Re: Ancient Artifacts
PostPosted: Mon Sep 16, 2013 12:59 pm 
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KlutzLament wrote:
Could you have an item that morphs into another item when you drop it?


Yes, but it would not retain that ability. It'd be a pretty lame artifact.

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 Post subject: Re: Ancient Artifacts
PostPosted: Tue Sep 17, 2013 12:20 am 
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I don't think that there's much wrong with lame effects. Maybe have a "cash out" effect, where the artefact turns into one or more emeralds when dropped. :lol:
(Could be durability based?)

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 Post subject: Re: Ancient Artifacts
PostPosted: Tue Sep 17, 2013 1:19 am 
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Concerning generation, I think it would be better for the artifacts to spawn in temples instead of vanilla dungeons. If you want temple builds, I would be willing to help

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 Post subject: Re: Ancient Artifacts
PostPosted: Tue Sep 17, 2013 1:25 am 
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KefkeWren wrote:
I don't think that there's much wrong with lame effects. Maybe have a "cash out" effect, where the artefact turns into one or more emeralds when dropped. :lol:
(Could be durability based?)


I meant if it turned into a random item. :P
"I dropped it and it turned into a block of dirt." :'(
I just meant that transmutation wouldn't be a good effect in the long run.

Blaster wrote:
Concerning generation, I think it would be better for the artifacts to spawn in temples instead of vanilla dungeons. If you want temple builds, I would be willing to help


Haha, haven't even gotten that far, but yeah, I plan on putting them in temples.

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