Plugin Idea: Powers
+18
ManWithNoNameJr
Kamyarm007
puffpuff26
repete8
blacknova777
hotdogboy666
SkippertheNewt
bobby16may
Air_spike
GeorgeIpsum
HeyLookoverthere
Sunday_verified
JJoiler
LinkCLX
FyreCat
B4ckst4b
FSCarver
sirrus86
22 posters
Page 6 of 12
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Re: Plugin Idea: Powers
ok I'm not gonna lie this is friggin cool
blacknova777- Posts : 217
Join date : 2011-05-10
Age : 27
Re: Plugin Idea: Powers
Heh then request some powers.blacknova777 wrote:ok I'm not gonna lie this is friggin cool
And thank you
Re: Plugin Idea: Powers
More updates:
bobby16may
Aquaphile - While in water, while blocking with a sword, you're propeled through water at increased speed in the direction you're facing. I made it work only while blocking because merely increasing velocity underwater turned out to be VERY buggy (sometimes I could barely move, other times I'd suddenly skyrocket out of the water and fall to my death). The blocking method turned out to look and handle VERY nice.
Polar Blade - Placing snowballs or snow blocks around a gold sword on a crafting table creates a Polar Blade. Snowballs give it Sharpness +2, snow blocks give it Sharpness +5 (apparently you can't give swords Durability... sorry). This craftin recipe is unique to bobby; only he can use it. Superpower: When attacking enemies with a Polar Blade, their movement speed will be decreased for 3 seconds. Additional strikes reapply the slow effect. I didn't add the fire effect because honestly you'd be like the fifth person with a fire-based ability, and your other powers have been more centered around ice. If you REALLY want it to ignite enemies though, I can code it to do so.
bobby16may
Aquaphile - While in water, while blocking with a sword, you're propeled through water at increased speed in the direction you're facing. I made it work only while blocking because merely increasing velocity underwater turned out to be VERY buggy (sometimes I could barely move, other times I'd suddenly skyrocket out of the water and fall to my death). The blocking method turned out to look and handle VERY nice.
Polar Blade - Placing snowballs or snow blocks around a gold sword on a crafting table creates a Polar Blade. Snowballs give it Sharpness +2, snow blocks give it Sharpness +5 (apparently you can't give swords Durability... sorry). This craftin recipe is unique to bobby; only he can use it. Superpower: When attacking enemies with a Polar Blade, their movement speed will be decreased for 3 seconds. Additional strikes reapply the slow effect. I didn't add the fire effect because honestly you'd be like the fifth person with a fire-based ability, and your other powers have been more centered around ice. If you REALLY want it to ignite enemies though, I can code it to do so.
Re: Plugin Idea: Powers
If only other software companies updated as often as I do...
More updates for 2.3:
bobby16may
Aquaphile - Created a simple acceleration effect when propelling underwater. It starts off slower than normal movement but quickly ramps up. Can now achieve speeds high enough to launch yourself out of the water, and if done carefully, run across water. Also added a permissions check to ensure NoCheatPlus doesn't inhibit this part of the ability.
LinkCLX
Pig Fever - Added check to ensure a given player has received the pig transformation packet before being able to receive the reversion packet. It's assumed that players would be kicked by this ability because of a packet error, players who didn't see Link turn into a pig but saw him turn back would get this. Going forward, if a given player never received the transformation packet, they won't get the reversion one either.
sirrus86
Since they are now very similar, Ender Blade and Endervention have been combined into Ender Soul, which will be classified as a defensive ability. Instead of the maximum of 6 endermen being summoned (3 from each ability), only 3 can be summoned total from either ability. All other noted effects are unchanged.
Gonna wait to see if there are any further requests, if not I'll send this to Hlot.
Edit:
Neutralizer - Made it so players are notified when their power has been neutralized, as well as when they return.
Update submitted to Hlot last night. I've already begun working on v2.4. From now on I'm going to try only posting when updates are finished, rather than posting 15 times a day.
More updates for 2.3:
bobby16may
Aquaphile - Created a simple acceleration effect when propelling underwater. It starts off slower than normal movement but quickly ramps up. Can now achieve speeds high enough to launch yourself out of the water, and if done carefully, run across water. Also added a permissions check to ensure NoCheatPlus doesn't inhibit this part of the ability.
LinkCLX
Pig Fever - Added check to ensure a given player has received the pig transformation packet before being able to receive the reversion packet. It's assumed that players would be kicked by this ability because of a packet error, players who didn't see Link turn into a pig but saw him turn back would get this. Going forward, if a given player never received the transformation packet, they won't get the reversion one either.
sirrus86
Since they are now very similar, Ender Blade and Endervention have been combined into Ender Soul, which will be classified as a defensive ability. Instead of the maximum of 6 endermen being summoned (3 from each ability), only 3 can be summoned total from either ability. All other noted effects are unchanged.
Gonna wait to see if there are any further requests, if not I'll send this to Hlot.
Edit:
Neutralizer - Made it so players are notified when their power has been neutralized, as well as when they return.
Update submitted to Hlot last night. I've already begun working on v2.4. From now on I'm going to try only posting when updates are finished, rather than posting 15 times a day.
Re: Plugin Idea: Powers
Version 2.4 is complete.
What powers were added in 2.4 you ask? None. I didn't even optimize them. Instead, for once, I worked on something else: commands.
The plugin now has a /powers command. For the most part this command is used for informative purposes.
By itself, /powers will tell you the plugin's version number, the author (me), and the command's syntax. This will show you the command's three primary features: list, info, and use. All three of these commands access a new database I've embedded into the plugin.
The /powers list command will give you a list of all players in the database who have powers. The other two commands require you to know what player to look up, so this list will help you know what your options are. This command can also be used from the console.
The /powers info <player> command will give you info on a player's powers. If <player> is left blank, it will tell you your own powers, if you have any. This command can also be used from the console, but only if <player> is specified.
After I got this far I celebrated, played around with it a bit, posted the above picture and was inches away from just submitting the plugin as-is to Hlot. But then I had a thought: how could this command go beyond just information, how could this command be used to make life easier for me as the plugin's developer?
The answer is the /powers use <player> command. By using this command, anyone who has administrative permissions or is a server op can swap out their powers with the powers of someone else. If <player> is not specified, it'll either revert your powers to your own, or tell you to specify a player if you haven't swapped your powers out yet.
Example: I start out having just my own powers. After I use the command /powers use FSCarver, I no longer have my own powers but instead will begin using FSCarver's powers. From here I can either use /powers use onlycoops to ditch Carver's powers and begin using Coops' instead, or /powers use to go back to using my own powers.
When the plugin is reloaded or the server restarts, everyone gets reverted back to their own powers. Keep in mind the /powers use command is for debugging, troubleshooting, and screwing around only, and is not meant to be an extension of one's own capabilities in survival or combat. There may also be some limitations to the command, as some powers rely on the fact that only one person is using them; swapping to the powers of someone who is currently online and using them can potentially cause undesired effects, and in extreme cases can crash the plugin. You're still required to have the s86powers.enable permission and be in survival for the swapped powers to work. This command cannot be used from the console.
Since no powers were changed or added in this version, and since only like 2 people can use the /powers use command, I won't be submitting this version to Hlot until other changes are added, unless demand is great enough. I will however be submitting this version to Carver and Coops, who may opt to host this on their own servers for testing.
What powers were added in 2.4 you ask? None. I didn't even optimize them. Instead, for once, I worked on something else: commands.
The plugin now has a /powers command. For the most part this command is used for informative purposes.
By itself, /powers will tell you the plugin's version number, the author (me), and the command's syntax. This will show you the command's three primary features: list, info, and use. All three of these commands access a new database I've embedded into the plugin.
The /powers list command will give you a list of all players in the database who have powers. The other two commands require you to know what player to look up, so this list will help you know what your options are. This command can also be used from the console.
The /powers info <player> command will give you info on a player's powers. If <player> is left blank, it will tell you your own powers, if you have any. This command can also be used from the console, but only if <player> is specified.
After I got this far I celebrated, played around with it a bit, posted the above picture and was inches away from just submitting the plugin as-is to Hlot. But then I had a thought: how could this command go beyond just information, how could this command be used to make life easier for me as the plugin's developer?
The answer is the /powers use <player> command. By using this command, anyone who has administrative permissions or is a server op can swap out their powers with the powers of someone else. If <player> is not specified, it'll either revert your powers to your own, or tell you to specify a player if you haven't swapped your powers out yet.
Example: I start out having just my own powers. After I use the command /powers use FSCarver, I no longer have my own powers but instead will begin using FSCarver's powers. From here I can either use /powers use onlycoops to ditch Carver's powers and begin using Coops' instead, or /powers use to go back to using my own powers.
When the plugin is reloaded or the server restarts, everyone gets reverted back to their own powers. Keep in mind the /powers use command is for debugging, troubleshooting, and screwing around only, and is not meant to be an extension of one's own capabilities in survival or combat. There may also be some limitations to the command, as some powers rely on the fact that only one person is using them; swapping to the powers of someone who is currently online and using them can potentially cause undesired effects, and in extreme cases can crash the plugin. You're still required to have the s86powers.enable permission and be in survival for the swapped powers to work. This command cannot be used from the console.
Since no powers were changed or added in this version, and since only like 2 people can use the /powers use command, I won't be submitting this version to Hlot until other changes are added, unless demand is great enough. I will however be submitting this version to Carver and Coops, who may opt to host this on their own servers for testing.
Re: Plugin Idea: Powers
Are you thinking of releasing this for other servers to use once you refine it enough?
LinkCLX- Posts : 253
Join date : 2011-07-05
Location : Texas
Re: Plugin Idea: Powers
Possibly, though I'd need to recode a lot of it. I'd have to make it more universal. Although version 2.4 is a big step closer in that direction.LinkCLX wrote:Are you thinking of releasing this for other servers to use once you refine it enough?
Re: Plugin Idea: Powers
Maybe make all the powers seperate, and code it so you can asign a power to a specific player via permissions?sirrus86 wrote:Possibly, though I'd need to recode a lot of it. I'd have to make it more universal. Although version 2.4 is a big step closer in that direction.LinkCLX wrote:Are you thinking of releasing this for other servers to use once you refine it enough?
FSCarver- Posts : 867
Join date : 2011-08-22
Age : 33
Re: Plugin Idea: Powers
That's one of the possibilities, except now that there's a command interface I'd probably make itr all config-driven like most other plugins are.FSCarver wrote:Maybe make all the powers seperate, and code it so you can asign a power to a specific player via permissions?sirrus86 wrote:Possibly, though I'd need to recode a lot of it. I'd have to make it more universal. Although version 2.4 is a big step closer in that direction.LinkCLX wrote:Are you thinking of releasing this for other servers to use once you refine it enough?
Re: Plugin Idea: Powers
Version 2.5 notes:
- Fixed some database entries with incorrect information.
- Fixed an issue where the admins.yml file wouldn't save correctly.
nazizombies2354
Sugar High - While holding "sugar" (that's what we'll tell the cops), running speed increases incrementally and the sugar is slowly consumed. Speed is maintained so long as sugar is the item you're holding; if you run out of sugar or change to another item, your speed will decline and you will eventually crash from sugar withdrawal, which slows you for ten seconds. Withdrawal can be avoided by using sugar again before you crash.
Shock Bow - You're immune to lightning. Shots with a bow will cause lightning to strike whatever they hit. Superpower: Lightning continuously strikes your fired arrows, causing a line of lightning bolts following each shot.
Zombify - If you have rotten flesh in your inventory, non-undead enemies killed by you will often rise after death as zombies and skeletons. These undead will defend you against attackers (or they would if it weren't for their advanced AI that currently prevents them from being assigned targets...). Summoned undead last for 60 seconds before crumbling. Summoning consumes and requires rotten flesh. Superpower: Killed enemies have a small chance to rise as pig zombies as well (and since their AI hasn't been overhauled, they WILL defend you).
SkipperTheNewt
Cookie Sword - Attacks while holding a cookie are equal to iron sword strikes.
...And then I deleted it because I was like "fuck that, I can do better than that" and made:
Cookie Stars - Left-clicking while holding a cookie allows you to throw it like a ninja star, cutting through enemies, damaging everything in its path until it comes to a stop... at which point you can pick it up and throw it again! Or eat it, whatever. Throws at certain angles seem to behave strangely, but for the most part they go in the same direction as you're looking.
Will submit to Hlot following this post. Keep in mind this version will include the /powers command, try it out and let me know what you guys think.
- Fixed some database entries with incorrect information.
- Fixed an issue where the admins.yml file wouldn't save correctly.
nazizombies2354
Sugar High - While holding "sugar" (that's what we'll tell the cops), running speed increases incrementally and the sugar is slowly consumed. Speed is maintained so long as sugar is the item you're holding; if you run out of sugar or change to another item, your speed will decline and you will eventually crash from sugar withdrawal, which slows you for ten seconds. Withdrawal can be avoided by using sugar again before you crash.
Shock Bow - You're immune to lightning. Shots with a bow will cause lightning to strike whatever they hit. Superpower: Lightning continuously strikes your fired arrows, causing a line of lightning bolts following each shot.
Zombify - If you have rotten flesh in your inventory, non-undead enemies killed by you will often rise after death as zombies and skeletons. These undead will defend you against attackers (or they would if it weren't for their advanced AI that currently prevents them from being assigned targets...). Summoned undead last for 60 seconds before crumbling. Summoning consumes and requires rotten flesh. Superpower: Killed enemies have a small chance to rise as pig zombies as well (and since their AI hasn't been overhauled, they WILL defend you).
SkipperTheNewt
Cookie Sword - Attacks while holding a cookie are equal to iron sword strikes.
...And then I deleted it because I was like "fuck that, I can do better than that" and made:
Cookie Stars - Left-clicking while holding a cookie allows you to throw it like a ninja star, cutting through enemies, damaging everything in its path until it comes to a stop... at which point you can pick it up and throw it again! Or eat it, whatever. Throws at certain angles seem to behave strangely, but for the most part they go in the same direction as you're looking.
Will submit to Hlot following this post. Keep in mind this version will include the /powers command, try it out and let me know what you guys think.
Re: Plugin Idea: Powers
Wont that cause problems when trying to using WE?sirrus86 wrote:
Cookie Stars - Left-clicking while holding a cookie allows you to throw it like a ninja star, cutting through enemies, damaging everything in its path until it comes to a stop... at which point you can pick it up and throw it again! Or eat it, whatever. Throws at certain angles seem to behave strangely, but for the most part they go in the same direction as you're looking.
FSCarver- Posts : 867
Join date : 2011-08-22
Age : 33
Re: Plugin Idea: Powers
Usually people who use WE do so in creative mode. Powers can't be used in creative mode, so for the most part there shouldn't be a conflict.FSCarver wrote:Wont that cause problems when trying to using WE?sirrus86 wrote:
Cookie Stars - Left-clicking while holding a cookie allows you to throw it like a ninja star, cutting through enemies, damaging everything in its path until it comes to a stop... at which point you can pick it up and throw it again! Or eat it, whatever. Throws at certain angles seem to behave strangely, but for the most part they go in the same direction as you're looking.
Re: Plugin Idea: Powers
...just amazing, thank you sirrussirrus86 wrote:Usually people who use WE do so in creative mode. Powers can't be used in creative mode, so for the most part there shouldn't be a conflict.FSCarver wrote:Wont that cause problems when trying to using WE?sirrus86 wrote:
Cookie Stars - Left-clicking while holding a cookie allows you to throw it like a ninja star, cutting through enemies, damaging everything in its path until it comes to a stop... at which point you can pick it up and throw it again! Or eat it, whatever. Throws at certain angles seem to behave strangely, but for the most part they go in the same direction as you're looking.
SkippertheNewt- Posts : 152
Join date : 2012-03-11
Age : 28
Location : New Brunswick Canada, eh?
tearing up
take 9 ghast tears and make a ghast rider block. Once you place the block a miniture ghast will come out (aproximately 2x2 blocks) and you right click it with a saddle and ride it. The ghast can fly at 10 blocks per second, and using a magma charge you can fire with it consuming one charge.
repete8- Posts : 10
Join date : 2012-06-15
Age : 27
Location : Arizona
Re: Plugin Idea: Powers
Heh there's SO much of that I can't do, so let me go through the list:repete8 wrote:take 9 ghast tears and make a ghast rider block. Once you place the block a miniture ghast will come out (aproximately 2x2 blocks) and you right click it with a saddle and ride it. The ghast can fly at 10 blocks per second, and using a magma charge you can fire with it consuming one charge.
1) Can't create new blocks, but I can create new recipes (ingredients and result must already exist).
2) Can't create miniature entities. Exceptions are animals and villagers, because they have a baby model.
3) I can make it so you can ride a mob, but you won't be able to control it (like riding a pig is now).
4) Ghasts are unique in that they're the only non-boss enemy entity not considered a creature. From a coding standpoint, this means I can't hook into or change its targetting. In a nutshell: I can't make them not attack you, and I can't make them defend you, so good luck getting near one
But your idea was a lot more creative than what most people come up with, so here's some stuff I CAN do:
1) I can make you shoot fireballs using fire charges as ammo (JJ's power used to do this).
2) I can make you make Ghast noises (oddly enough you can only do this with Ghasts; I can't replicate the noise of any other mob).
3) I can eventually come up with something totally different if you suggest a new direction
Some random ideas:
- Nobody has powers that utilize villagers, golems, wolves, chickens, cows, spiders, cave spiders, slimes, magma cubes, silverfish or blazes.
- There are no earth/nature based powers (and too many fire-based ones).
- There are no multiple status effect powers (think Bad Breath from Final Fantasy series).
- Further, there are no powers that cause blindness, confusion, hunger, or poison.
- Coops is the only one to have powers solely meant to aide others.
- After getting Skip's Cookie Star to work, let's see more throwing powers.
Question with animals and wheat?
If there is a way that i hold wheat like 3 blocks in front of me, or just seam that way to say a pig, would i be able to ride it and steer using the wheat in front of me, and i dont think you mentioned this but, if i were able to put a saddle on a pig, could the pig get powers like speed or jumping? And if all this were possible, which it might not be, is there the slight chance i can use a saddle to spawn the pigs with a saddle as i dont like to look for pigs?
repete8- Posts : 10
Join date : 2012-06-15
Age : 27
Location : Arizona
Re: Plugin Idea: Powers
Technically yes, but changing the direction and/or velocity of an entity that already picks its own direction and velocity results in messy, jittery movements. It's even worse if you're riding it.repete8 wrote:If there is a way that i hold wheat like 3 blocks in front of me, or just seam that way to say a pig, would i be able to ride it and steer using the wheat in front of me
Take my previous answer and make it sound ten times worse.repete8 wrote:if i were able to put a saddle on a pig, could the pig get powers like speed or jumping?
This I absolutely can do, but considering everything else you want the pig to do...repete8 wrote:is there the slight chance i can use a saddle to spawn the pigs with a saddle as i dont like to look for pigs?
When it comes to moving entities, it basically falls to a few situations:
- If the entity inherently moves on its own, it'll fight you every step of the way if you try to change its direction or velocity. All mobs and animals move on their own. It's not as simple as "move to this coordinate", it's more like "check direction, if direction's wrong set it to correct direction, confirm entity changed to correct direction, if not repeat, then do the same for velocity" repeated 20 times per second. Next time you see bobby16may on ask him to freeze a mob, and you'll see what I mean.
- If the entity doesn't inherently move on its own, controlling direction and velocity is a breeze. An example is Skip's Cookie Star. I literally coded it as "make Skip drop cookie, then make cookie go ridiculously fast in the direction Skip is looking"; since dropped items have no inherent direction or velocity, it's incredibly easy to control.
- Player direction and velocity is hit and miss. My initial attempts to freeze a player resulted in so much jittering it should've come with a warning label. Meanwhile I made it so Bobby can practically rocket through water without a single glitch.
This isn't to say it'll never be possible; with Minecraft 1.3 being the first version where Bukkit has been involved in the official product I have a feeling a lot of doors will open when it comes to coding plugins in general, ESPECIALLY powers.
X-Men Powers
I am watching the xmen movies and thought those would make great powers to have, so i thought of my favorite would be in order:
1- To shoot out claws like deadpool and when they make contact light something up on fire. This would use a bow and arrow and only work when at full health, the rest of the time its just claws.
2- To fly through any non-player made blocks and not have my name shown while in land.
3- To throw a small tornado (wearing full diamond armor and holding stick{staff}), or other natural disaster that would pick up blocks or rip a hole in the ground (diamond armor and an enchanted diamond sword) that goes out 10 blocks and swallows a person. A variation would be making a ball of obsidian or something around a person and when they die it disapearing.
4-Quick Silver being able to run at high speed and jump like 10 blocks at a time.
1- To shoot out claws like deadpool and when they make contact light something up on fire. This would use a bow and arrow and only work when at full health, the rest of the time its just claws.
2- To fly through any non-player made blocks and not have my name shown while in land.
3- To throw a small tornado (wearing full diamond armor and holding stick{staff}), or other natural disaster that would pick up blocks or rip a hole in the ground (diamond armor and an enchanted diamond sword) that goes out 10 blocks and swallows a person. A variation would be making a ball of obsidian or something around a person and when they die it disapearing.
4-Quick Silver being able to run at high speed and jump like 10 blocks at a time.
repete8- Posts : 10
Join date : 2012-06-15
Age : 27
Location : Arizona
Re: Plugin Idea: Powers
I'd just like to say that I like the way Snrub thinks!
HeyLookoverthere- Posts : 922
Join date : 2011-05-01
Re: Plugin Idea: Powers
1- Projectiles can either be existing projectiles (arrows, snowballs, ender pearls, fireballs, and eggs) or items that're then treated like projectiles (any item that is droppable in the game). I can't off-hand think of any projectile or item that resembles claws, but if you can come up with one then it's doable. My only gripe is you'd be the fourth person with a fire-based offensive power, but if you really want it I'll make it happen.repete8 wrote:I am watching the xmen movies and thought those would make great powers to have, so i thought of my favorite would be in order:
1- To shoot out claws like deadpool and when they make contact light something up on fire. This would use a bow and arrow and only work when at full health, the rest of the time its just claws.
2- To fly through any non-player made blocks and not have my name shown while in land.
3- To throw a small tornado (wearing full diamond armor and holding stick{staff}), or other natural disaster that would pick up blocks or rip a hole in the ground (diamond armor and an enchanted diamond sword) that goes out 10 blocks and swallows a person. A variation would be making a ball of obsidian or something around a person and when they die it disapearing.
4-Quick Silver being able to run at high speed and jump like 10 blocks at a time.
2- The closest I've come to this is Carver's Phasewalk, where he can move through walls that are 1 block deep. There's no way to activate any form of no-clip, as both the server and the client are programmed to detect and prevent this. I also can't make your nameplate disappear unless I force you to sneak, and that only works if you're behind a wall.
3- I would LOVE to try this. There's a client-side mod that accomplishes this by basically turning picked up blocks into entities and swirling them around, eventually throwing them and reverting them to blocks. This can't be done via server plugin but I've learned to simulate block movement using quick block changes (see Coops' El'druin). The only major problem is I don't have a way to detect if a given block is one placed by a player, and therefor this would border on griefing, but flinging entities is fine.
4- While I can give you either of these effects, oddly enough they don't work well together. As the game is programmed, for some reason attempting to jump while under the speed effect resets your momentum, so it's as if you didn't have the speed boost to begin with. On the other end, if you have a jump boost and try to spring jump, it only lets you travel so far horizontally. In the end there's no way to make it so you can jump 10 blocks.
While 1 is probably the easiest to create, I want to try 3. I'm at a point where I'm becoming more comfortable with vectors and this would really push me to take the next plunge.
Making it something less powerfull
you said how you would try my number 3, well when you get to it if its too powerfull you can add things like, if 2 tornadoes are withen 10 blocks of eachother, they will cancel out and it should be like an arrow in the ways that gravity would affect it, so it doesnt go on forever causing horrible lag and most likely a crash. but when you get to it, whenever that might be, i wish you luck.
repete8- Posts : 10
Join date : 2012-06-15
Age : 27
Location : Arizona
Re: Plugin Idea: Powers
When I make these powers I always test them first on my test server. Problem is my test server is empty and has far fewer plugins running, so it always performs better there than on Merp anyway. That said, powers I thought would create lag have turned out not to (except Coops' El'druin, which was laggy even on my server).repete8 wrote:you said how you would try my number 3, well when you get to it if its too powerfull you can add things like, if 2 tornadoes are withen 10 blocks of eachother, they will cancel out and it should be like an arrow in the ways that gravity would affect it, so it doesnt go on forever causing horrible lag and most likely a crash. but when you get to it, whenever that might be, i wish you luck.
I always automatically balance powers as I make them too. For example Fyre asked for a power where if his health drops below 5 hearts he gains a speed effect. To me that sounds like "if I'm losing, make it so I can run away". Fyre's offensive power revolves around a bow, so maintaining distance is key to his success, which may be his other motivation for the skill. If he could sprint away before someone could finish him, no one ever would, making it overpowered. To balance it, I coded it so he only gains the speed effect if he hasn't taken damage for several seconds, and how fast he can move starts low and ramps up so long as he goes without taking damage. This means if an enemy can stay in his face, he can't run away. But if he can create some distance on his own, he's eventually rewarded with the speed boost.
As far as your power, I won't know how to balance it until I get the base of it working. I suck at trigonometry (which will be required to create both this whirlwind and Coops' "glowstone swirling around me" effect) so it'll take awhile. If a tornado becomes too difficult or takes too long, I'l create a simpler effect and move on, then later when I'm more experienced I'll come back and make it better.
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