Plugin Idea: Powers

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Re: Plugin Idea: Powers

Post  FSCarver on Fri Jun 01, 2012 11:07 am

I wish to request a power for everyone.

-Kryptonian Aura
It disables all of FyreCat's powers when someone with this power is near him.

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Re: Plugin Idea: Powers

Post  sirrus86 on Fri Jun 01, 2012 11:23 am

LinkCLX wrote:doesn't fyre sound a LITTLE overpowered compared to everyone else?

Ocelot Unit has some weaknesses.
- It uses cooked fish to summon ocelots, which are near impossible to acquire in survival thanks to fishing not working.
- Ocelots can't attack anything.
- Ocelots are comparitively weak. Two sword strikes usually kills them off.
- Killing cats summoned by this ability is NOT considered griefing since Fyre technically didn't tame them.
- The fire they cause when Fyre is level 15+ only occurs when you're within 2 blocks of them, and only lasts as long as you stay within this proximity.
- Only ocelots summoned with the ability can grant the resistence effect; ocelots acquired via other methods don't count.

But I agree, he is overpowered in general. Before finishing this version I intend to add some balance tweaks here and there.

BTW Link your pig-cannibalism power's next.

FSCarver wrote:I wish to request a power for everyone.

-Kryptonian Aura
It disables all of FyreCat's powers when someone with this power is near him.
Actually that's a good idea! Maybe make it so if anyone with powers throws an egg (the only projectile not used by a power atm) at someone who has powers, it disables their powers for a minute or so?

As much as I'd LOVE to I can't have it single Fyre out XD
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Re: Plugin Idea: Powers

Post  sirrus86 on Sat Jun 02, 2012 7:17 am

When MC 1.3 comes out, gaining levels will become incredibly easy. For this reason, Superpowers will only work when level 30 or above.

FSCarver
Phasewalk - Superpower: Health and hunger will now regenerate while phased, rather than remain static.

FyreCat
Fyre Arrow - Incendiary effect changed from desperation attack to Superpower.
Ocelot Unit - Reduced number of summonable cats from 5 to 3, allowing a maximum resistance effect of 3. Superpower: Cats can now only ignite monsters and Fyre; other players and livestock are unaffected.

LinkCLX
Pig Fever - Eating raw or cooked porkchop transforms Link into a pig... or it would, but for some reason the way I coded it just causes an "End of stream" error for all players. Needs to be recoded.

sirrus86
Endervention - Endermen summoned using ender pearls no longer die once their target is killed, but will still die if another enderman is summoned. Superpower: Ender pearls used on enemies summon 3 endermen instead of 1.
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Re: Plugin Idea: Powers

Post  sirrus86 on Sat Jun 02, 2012 12:30 pm

2 updates in the same day?! MADNESS!

diamondmario
Jackpot - Mining ore has a small chance to drop a diamond. Percent to drop: Coal: 1%. Iron: 2%. Redstone: 5%. Lapis: 10%. Gold: 15%.
Brawler - Damage done while barehanded is tripled. Superpower: Damage done while barehanded is multiplied by six.
Adaptability - Taking damage from a given source increases your defense to that source. If you take damage from a different source, you'll lose your defense to the previous one, then gain for the new one. Sources you have no defense to will cause double damage however. For example: The first time you get hurt by fire, you'll take double damage, but will begin defending against fire. If your next damage cause is poison, you'll drop your fire defense and gain poison defense. Damage types: Cacti, explosions, fire, lightning, physical attacks, poison, potions (potion of harming, etc), projectiles. Superpower: Consecutive exposures to the same damage type will further increase your defense to it, allowing you to eventually become immune to it until you take damage from a different source.

LinkCLX
Pig Fever - After some research, learned the reason it caused "End of stream" is because the player being disguised apparently isn't supposed to see the disguise... hence why MobDisguise doesn't let you see your own disguise. I'm going to ASSUME it's working otherwise, but marked for debugging to test it when plugin goes live.

sirrus86
Ender Blade - If attacked by an entity while blocking, Sirrus will teleport directly behind the attacker. Superpower: Just prior to teleporting, an enderman will spawn in Sirrus' place and begin attacking the enemy.
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Re: Plugin Idea: Powers

Post  sirrus86 on Sun Jun 03, 2012 11:58 am

Updates:

Air_spike
Acrobat - No longer takes ANY fall damage.
Pyro Blade - Superpower: Strikes create a line of fire in front of Spike, igniting all entities in its path. Depending on the sword, the line of fire can be between 5 and 25 blocks in length. The fire exists but an instant, preventing structural damage but still igniting enemies (this limitation may be removed as Fyre's incendiary arrows carry this risk). Keep in mind you're NOT immune to this fire; I'd recommend you not use this while sprinting.

diamondmario
Adaptability - Since this ability acts as dynamic armor on its own, diamondmario will be unable to equip armor. If this sounds terrible, consider this: I didn't use armor in testing, and it took ten zombies, skeletons, and creepers (attacking simultaneously) about five minutes to kill me. The idea of this ability is to dissuade the enemy from using the same approach with every attack, and forces them to change tactics repeatedly.

FyreCat
Fyre Aura - Increased damage taken by water.
Ocelot Unit - Cats who wander into water will also take damage, and during this time will be unable to ignite themselves or anything near them.

JJoiler
Gunblade - Fire charge effect changed from desperation attack to Superpower. Multiple fire charges can now be fired at a time. If a fire charge hits nothing after 15 seconds, it automatically despawns. The fire charge occassionally explodes immediately after being fired, but this does minimal damage to the player.

onlycoops
El'druin - Implemented a new algorithm that increases the accuracy of beams, removing the 8-direction restriction, allowing shots to be fired in any direction.

Due to the amount of changes being made since version 1.3 was uploaded, including the extra abilities slot and Superpowers, this will be considered Powers v2.0.

Powers being debugged in 2.0:
Epic_Avenger29: Thunder Bow
LinkCLX: Pig Fever

Requested powers not completed:
GeorgeIpsum: Need approval to proceed.
hotdogboy666: Has yet to provide a possible power.
nazizombie: Have yet to receive request.

Current missing powers:
Air_spike: Missing defensive ability.
bobby16may: Missing offensive ability.
Epic_Avenger29: Missing defensive ability.
FSCarver: Missing offensive ability.
heylookoverthere: Missing offensive ability.
JJoiler: Missing defensive ability.
LinkCLX: Missing offensive ability.
SkipperTheNewt: Missing offensive and defensive ability.
TheClownOfCrime: Missing defensive ability.

Plugin will be sent to Hlot following this post.
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Re: Plugin Idea: Powers

Post  FSCarver on Sun Jun 03, 2012 12:04 pm

sirrus86 wrote:Updates:


Current missing powers:
Air_spike: Missing defensive ability.
bobby16may: Missing offensive ability.
Epic_Avenger29: Missing defensive ability.
FSCarver: Missing offensive ability.
heylookoverthere: Missing offensive ability.
JJoiler: Missing defensive ability.
LinkCLX: Missing offensive ability.
SkipperTheNewt: Missing offensive and defensive ability.
TheClownOfCrime: Missing defensive ability.

Plugin will be sent to Hlot following this post.
I don't have to get an offensive ability right?

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Re: Plugin Idea: Powers

Post  sirrus86 on Sun Jun 03, 2012 12:33 pm

FSCarver wrote:I don't have to get an offensive ability right?
Right, you're not required to have a power of each kind. This section was more to let those people know they can still have a power of those kinds.

I also won't be applying placeholders anymore; if anyone wants a power they MUST request it.
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Re: Plugin Idea: Powers

Post  sirrus86 on Tue Jun 05, 2012 11:18 am

Version 2.0 (and hopefully 2.0.1) is currently live on the server.

Version 2.0.1 updates:

heylookoverthere
Decoy - Added code to allow creating decoys when no item is in the first hotbar slot.

LinkCLX
Pig Fever - Disabled for the time being. Activating this caused everyone on the server to be kicked repeatedly until a /reload was done. Since testing this requires other people, this power may take awhile to get working.

sirrus86
Ender Blade - Should now correctly trigger teleporting when attacked by a projectile.

Version 2.1 updates so far:

Air_spike
Acrobat - Superpower: Gains immunity to fire.
Pyro Blade - Fire beams are now ACTUAL lines of fire, rather than a brief line of fire that ignites nearby entities. Flames caused by Pyro Blade will not spread, nor damage any blocks.

FyreCat
Fyre Arrow - Only one incendiary arrow effect may be present at a time. In short, if Fyre shoots an arrow that creates an incendiary effect, further shots will NOT have this effect until all flames created by the first arrow have gone out. Essentially this is to prevent him from turning an entire area into an inferno. Additionally, flames created by incendiary arrows no longer cause structural damage and will not spread.

sirrus86
Dark Regen - Rate of health regeneration now fluctuates depending on light level. Previously, in areas below light level 8, regeneration would be static (0.5 hearts per second). Now in higher light levels (still below 8 ), regeneration will be slow (about 0.5 hearts per two seconds), while in pitch black regeneration is very fast (2 hearts per second). The intent of this change is to provoke opponents to use light against me.
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Re: Plugin Idea: Powers

Post  FSCarver on Tue Jun 05, 2012 11:33 am

Request for my Phase ability.

-Increased movement speed when phased
-Players/mobs taking a small amount of damage when phasing in/out near them (maybe add more damage when at a certain level)
-Increasing the cooldown from 30 to 45 seconds


Last edited by FSCarver on Tue Jun 05, 2012 1:33 pm; edited 2 times in total

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Re: Plugin Idea: Powers

Post  sirrus86 on Tue Jun 05, 2012 12:12 pm

FSCarver wrote:Request for my Phase ability.

-Increased movement speed when phased
-Players/mobs taking a small amount of damage when phasing in/out near them
You got it. I'll add it to the next update.
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Re: Plugin Idea: Powers

Post  FSCarver on Tue Jun 05, 2012 12:35 pm

sirrus86 wrote:
FSCarver wrote:Request for my Phase ability.

-Increased movement speed when phased
-Players/mobs taking a small amount of damage when phasing in/out near them
You got it. I'll add it to the next update.
Added a third request.

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Re: Plugin Idea: Powers

Post  sirrus86 on Tue Jun 05, 2012 5:14 pm

ZOMG moar updates:

Everyone
Neutralizer - Yeah, you read that right... EVERYONE can use this one. While holding an egg, if you left-click, you'll get confirmation and have ten seconds to throw it. When thrown within these ten seconds, EVERYONE within 75 blocks of the impact have ALL of their powers neutralized for 60 seconds. So next time you think someone's powers are unfair, remember your eggs... and even the odds! Note: If you don't throw this far enough, you will in fact neutralize your OWN powers.

FSCarver
Phasewalk - Cooldown increased to 45 seconds. Now automatically gains sprinting effect while phased. Superpower: Regeneration effect removed. While phased, using Lapis to manually unphase creates an explosion at Carver's location. Didn't code the explosion to occur when phasing in or phasing out from timeout, so as to allow Carver to maintain control of the effect (exploding when phasing in or when unphased due to timeout not only reveals your location, but can unintentionally injure nearby entities).
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Re: Plugin Idea: Powers

Post  HeyLookoverthere on Tue Jun 05, 2012 5:17 pm

looks my my new favorite game will be "egg fyre while he's in lava"

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Re: Plugin Idea: Powers

Post  sirrus86 on Wed Jun 06, 2012 10:12 am

Updates for 2.1:

bobby16may
Snow Miser - Slightly modified code so frozen players *hopefully* don't get the jittering screen effect.

Epic_Avenger29
Thunder Bow - Using packets to create lightning effect only creates thunder with no physical effect (need to remember that when I make the SG plugin...). Slightly modified code so that lightning effect is simulated rather than directly called. Still marked as debug.

FSCarver
Phasewalk - Corrected cooldown error. Slightly optimized code. Sprinting no longer necessary to pass walls, but still must move forward into them.

GeorgeIpsum
Creeper Blood - Immune to explosions. Creepers will never pursue Geo, even if he provokes them. Right-clicking a creeper while bare-handed will charge or discharge them.
Volatility - While holding gunpoweder, punching blocks creates an explosion that consume the gunpowder. This explosion does no damage to nearby entities. Can also right-click entities to "detonate" them while holding gunpowder, which causes no structural damage. Right-clicking a charged creeper creates a larger explosion.

This concludes version 2.1. I'll be emailing it to Hlot following this post.
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Re: Plugin Idea: Powers

Post  sirrus86 on Fri Jun 08, 2012 11:40 am

Updates for 2.2:

Epic_Avenger29
Thunder Bow - Tested in several worlds on the server. The lightning strike effect only seems to be visible in certain worlds, like world and Ivalice. I believe this may have to do with WorldGuard's config for each world (worlds that don't show the strike have blank WG config files). In any case, lightning or not, the damage is simulated and still causes the same effects it normally would (creepers are charged, pigs are zombified, and you get your buff). Removing from debug list, considered functional.

FSCarver
Phasewalk - Explosion when manually unphasing causes a third of the damage it previously did.

GeorgeIpsum
Volatility - Explosions that affect entities now do a quarter of the damage they previously did.

JJoiler
Gunblade - Rebuilt. Under level 30, it mostly behaves as it previously did. Cooldown added to prevent rapid-fire caused by targetting a block while firing. Only three arrows can be airborne at a time. Superpower: Once JJ hits level 30, he can right-click while wielding a sword to change the Gunblade's ammo type. Aside from the standard arrow, options are: Flaming arrows, which ignite targets, requires blaze powder; Explosive arrows, which detonate on impact, requires gunpowder; and molotov arrows, which cause a small explosion on impact and ignite enemies nearby, requires fire charge. Using a given arrow type consumes the arrow and the secondary ingredient; if the secondary ingredient isn't in your inventory it automatically switches back to standard arrows. Explosive and molotov arrows will not harm the Gunblade's owner, and only do a third of their standard damage. None of these arrow types ignite or damage structures.
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Re: Plugin Idea: Powers

Post  sirrus86 on Fri Jun 08, 2012 8:03 pm

Small stuff:

diamondmario
Adaptability - Heavily optimized code. Contact and physical defenses are now combined instead of being seperate.

Everyone
- Optimized code for various powers, resulting in increased stability, slightly reduced size, and easier debugging and error-correcting.
- Powers can now only be used while in Survival Mode.

Probably more updates tomorrow.

And for the hell of it, if anyone's interested, some useless stats on the plugin so far:

Number of powers: 31
- Perks: 13
- Offense: 9
- Defense: 9

Plugin file size / Date uploaded:
- Version 1.0: 29.1 KB / May 10
- Version 1.1: 44.7 KB / May 15
- Version 1.2: 61.8 KB / May 20
- Version 1.3: 64.8 KB / May 26
- Version 2.0: 90.2 KB / June 3
- Version 2.1: 97.9 KB / June 6
- Version 2.2: 100 KB (so far)

Lines of code
Lines of code is an easy way to gauge the complexity of any given script at a glance. In general, the fewer you can get away with, the better. But sometimes the power being built is so complex and foreign to the game's existing code that extensive scripting is required.
Most lines of code:
1. FSCarver's Phasewalk: 302 lines
2. Air_spike's Pyro Blade: 213 lines
3. JJoiler's Gunblade: 202 lines
4. onlycoops' El'druin: 201 lines
5. FyreCat's Fyre Arrow: 193 lines
Average among all powers: 110 lines
Total for all powers: 3410 lines

Events
Events are hooks that exist in Bukkit. These are often used to modify behavior against the game's normal mechanics. More events means more of the game's mechanics had to be altered in order for the given power to work. Less events means this either wasn't required, or an alternative method was possible.
Most events altered (above 4):
1. FSCarver's Phasewalk: 9 events
2. FyreCat's Fyre Arrow: 7 events
3. JJoiler's Gunblade: 5 events
Zero events altered:
heylookoverthere's Sonar
LinkCLX's Pig Power
sirrus86's Dark Regen
TheClownOfCrime's Vampirism

Variables initialized
It's bad practice to initialize a variable when the plugin first starts up, as it causes the plugin to consume more memory when it's loaded. But in some cases, a variable MUST be initialized so that it may be called upon repeatedly throughout a script. I did my best to recycle variables, but in some cases this just wasn't enough...
Most variables initialized:
1. onlycoops' El'druin: 17
2. Air_spike's Pyro Blade: 15
3. JJoiler's Gunblade: 11
4. FSCarver's Phasewalk: 9
5. FyreCat's Fyre Arrow: 7
Average among all powers: 3
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Re: Plugin Idea: Powers

Post  sirrus86 on Sat Jun 09, 2012 10:58 am

More updates for 2.2:

heylookoverthere
Decoy - Fixed issue where creating decoys with no item in your hotbar's first slot caused an error (thought I had this fixed before, but apparently not). Can now use on any living entity, including players and ghasts. Should persist even if players log out or move too far away. Decoys should only drop exp when killed. Still has some issues. Known issues: 1) To maintain the decoy packets have to be re-sent. Players will know when this happens; the decoys will suddenly change their body and head direction, and their animations will reset. 2) If used on players, the decoy is assumed to be maintained until they die or relog. 3) Occassionally can create ghost entities, where the decoy stands still and can be moved through (you can even build through it). These persist on despawn but disappear when the server is restarted (NOT reloaded), /stoplag may also fix it.

sirrus86
While balancing everyone else, I've neglected to take a look at balancing myself.
Dark Regen - Health can not regenerate via any method (food, potions, etc) while standing in light levels greater than 12.
Ender Blade - Blocking while in light levels greater than 12 cause hunger to slowly degenerate, eventually leading to damage via starvation. Superpower: A maximum of 3 endermen can be summoned using this power (still one at a time). Endermen summoned this way will live as long as 60 seconds until dying off automatically.
Endervention - Rebuilt. Pearls that hit a living entity cause me to teleport behind them (like Ender Blade does when blocking) rather than summon an enderman. Superpower: Prior to teleporting, an enderman is summoned at my location, and will automatically attack the target. A maximum of 3 endermen can be summoned using this power. Endermen summoned this way will live as long as 60 seconds until dying off automatically.
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Re: Plugin Idea: Powers

Post  sirrus86 on Sat Jun 09, 2012 6:17 pm

Final update for 2.2:

LinkCLX
Pig Fever - After some testing and recoding, power is once again assumed to be functioning. Still marked for debugging, requires live testing. Raw porkchops change you into a pig for 30 seconds, cooked porkchops change you into a pig for 2 minutes. Henceforth you're unable to consume porkchops (cannibal), attempting to do so simply triggers or disables the transformation, which in turn cancels the consumption. While transformed, you cannot attack anyone, place or destroy blocks, and enemies will ignore you.

This concludes version 2.2. Will submit to Hlot following this post.

Barring any further errors, this also concludes all current power requests; until further requests are made (new powers or fine-tuning), or in the case of debugging or error correction, or to accomodate Bukkit API changes, no additional updates shall be released. Don't have a power but want one? Have a power idea to contribute? Want to complain about how overpowered FyreCat is despite countless nerfs and balance attempts? Leave a message!
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Re: Plugin Idea: Powers

Post  bobby16may on Sun Jun 10, 2012 10:10 am

FYRE SHOULDN'T GET ANY POWERS!

But seriously, I think I've come up with an offensive one, and some alterations to my others if it's not too much trouble.

ATTACKING TIME!:
Gives Gold swords Sharpness boost, slight unbreaking boost, and a fire aspect when used against mobs.

Underwater breathing(gills?):
allows normal movement speed underwater
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Re: Plugin Idea: Powers

Post  FSCarver on Sun Jun 10, 2012 11:16 am

There's no explosion anymore/barely whenever I leave phasewalk manually.

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Re: Plugin Idea: Powers

Post  sirrus86 on Sun Jun 10, 2012 11:22 am

bobby16may wrote:ATTACKING TIME!:
Gives Gold swords Sharpness boost, slight unbreaking boost, and a fire aspect when used against mobs.
This is doable (except the fire aspect would either be indiscriminant (everything it hits ignites) or constant (all gold swords ignite mobs)).

bobby16may wrote:Underwater breathing(gills?):
allows normal movement speed underwater
Believe it or not when I first coded Aquaphile I tried to include this effect, but couldn't get it to work at the time. I'll check again and see if I can make this work.

FSCarver wrote:There's no explosion anymore/barely whenever I leave phasewalk manually.
Some worlds have WG protection that my prevent the explosion, also stoplag will definitely prevent it. What causes the explosion is actually a primed TNT that drops at your feet and immediately explodes. So in short, anything that would stop a griefer from blowing up a building will prevent that part of your power from working. That aside, I'll test it and see if I can replicate the issue.
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Re: Plugin Idea: Powers

Post  FSCarver on Sun Jun 10, 2012 11:23 am

The explosion effect DID worked in Mereen, but it stopped working there too.

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Re: Plugin Idea: Powers

Post  sirrus86 on Sun Jun 10, 2012 11:26 am

FSCarver wrote:The explosion effect DID worked in Mereen, but it stopped working there too.
Yeah I just tested it on my test server and it didn't work, my bad. I'll get it working again.

Edit: Forgot to test it at level 30+. When tested the explosion was successful but killed me. Make sure you're level 30+ and in survival, otherwise it doesn't happen. In either case it's not supposed to kill you, so I'll be fixing that Razz
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Re: Plugin Idea: Powers

Post  FSCarver on Sun Jun 10, 2012 11:30 am

sirrus86 wrote:
FSCarver wrote:The explosion effect DID worked in Mereen, but it stopped working there too.
Yeah I just tested it on my test server and it didn't work, my bad. I'll get it working again.

Edit: Forgot to test it at level 30+. When tested the explosion was successful but killed me. Make sure you're level 30+ and in survival, otherwise it doesn't happen. In either case it's not supposed to kill you, so I'll be fixing that Razz
Oh yeah, I forgot it was a superpower >.>

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Re: Plugin Idea: Powers

Post  sirrus86 on Sun Jun 10, 2012 11:56 am

And here I thought I was done... Thanks a lot guys!

Updates for 2.3:

Small optimization of some code here and there.

bobby16may
Snow Miser - Players frozen by this power should only experience jittering if they attempt to move while affected, and jittering should be minimal.

diamondmario
Adaptability - Optimized code again.
Brawler - Increased barehanded damage from 3x/6x to 4x/8x.

FSCarver
Phasewalk - Manually unphasing while below level 30 causes 1 heart of damage to all nearby entities. This effect is replaced by the explosion effect once you hit level 30. Superpower: Manually unphasing now deals even less damage to nearby non-player entities. Added code to thoroughly prevent Carver from being damaged by his own explosion.

JJoiler
Gunblade - Superpower: Explosive damage caused by explosive and molotov arrows reduced from 33% of normal to 25% of normal.

LinkCLX
Pig Fever - Added code so only people within 100 blocks of Link who haven't already received the transformation packet will get it. This should prevent people from seeing a seizuring pig when Link transforms.

onlycoops
El'druin - Entities can now only be hit once per beam.
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