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Plugin Idea: Powers

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ManWithNoNameJr
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Post  sirrus86 Sun May 20, 2012 9:12 am

FSCarver wrote:
sirrus86 wrote:

JJoiler can catch your fireball, then potentially use it against you.
FyreCat will be healed by your fireball.
FSCarver would die in an instant. Sad

Eh your resistance would kick in, but yes, seems ranged combat is your weakness. At least now you can phase and close the distance Razz
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Post  FSCarver Sun May 20, 2012 9:17 am

At the moment I can only stay phased for one minute, yet I can just phase again the second that minute expires.
Would it not need a cooldown after a use?

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Post  hotdogboy666 Sun May 20, 2012 10:08 am

as long as my hunger half full, I'm capable of shooting flames from my mouth by right clicking with coal. Just what I thought would be a good power

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Post  sirrus86 Sun May 20, 2012 2:05 pm

Version 1.2 is complete and sent to Hlot.

Included:

Air_spike
Acrobat - Jump height can be changed by right-clicking with a feather in your hand. Cycles from 1 - 4, then repeats.

FSCarver
Phasewalk - Use lapis to become invisible, can't be damaged, can't cause damage, and can't destroy/place blocks. Mobs ignore you. Health and hunger won't drop or recover. Lasts 1 minute or until lapis is used again, 30 second cooldown.

heylookoverthere
Sonar - Having a clock in inventory gives you intermittent updates to which players are near you, and how far away they are. Equipping the clock makes the updates much faster.
Decoy - Using a blaze rod on an animal or mob disguises it as you. Effect lasts so long as players are present. Decoys automatically equip item in your first item slot.

Postponed until 1.3:

Epic_Avenger29
Thunder Bow - Arrows do not trigger lightning effect. Suspect WorldGuard to be blocking lightning, but have found no way to replicate as of yet (WG doesn't just give an option to turn off lightning for a whole world).

FSCarver
Phasewalk - Add remaining time to "still in cooldown" message.

hotdogboy666
Waiting to come up with a decent power Razz


Last edited by sirrus86 on Mon May 21, 2012 1:56 pm; edited 1 time in total
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Post  sirrus86 Mon May 21, 2012 1:54 pm

Fixes for 1.3:

FSCarver
Phasewalk - Fixed an issue where while phased if health regenerated the player would be damaged to regulate the health. This was because the player's health was reset every 0.25 seconds. Fixed so that all health regain effects are now cancelled instead.
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Post  FSCarver Mon May 21, 2012 2:11 pm

Also something I just noticed...am I supposed to be able to open doors?

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Post  sirrus86 Mon May 21, 2012 3:52 pm

FSCarver wrote:Also something I just noticed...am I supposed to be able to open doors?

Yes... only because I didn't script anything to prevent it XD I can change that if you want. It's not like we have to trust anyone else with it.
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Post  FSCarver Tue May 22, 2012 2:59 am

Oh it's fine I suppose.
I just thought 'hey, maybe it is a bug'.

I also noticed that when being phased and fully in lava, I will get teleported out.
One of your secret powers?

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Post  FSCarver Tue May 22, 2012 2:47 pm

According to JJ his gunblade is not working.

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Post  sirrus86 Tue May 22, 2012 4:38 pm

FSCarver wrote:According to JJ his gunblade is not working.

Of course not, why would it work... *throws mini temper-tantrum*

So stuff to fix:

Epic_Avenger29 - Someday fix Thunder Bow.

FSCarver - Make it so he can't open doors while phased.

FyreCat - Got a nerf idea.

JJoiler - Figure out why Gunblade decided to break.

onlycoops - Apparently his perk is overpowered. FINE I'll nerf it.

sirrus86 - Add a perk where everytime one thing is fixed, fifteen other things break. Lasts until sirrus gives up.
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Post  FyreCat Tue May 22, 2012 4:55 pm

sirrus86 wrote:
FSCarver wrote:According to JJ his gunblade is not working.

Of course not, why would it work... *throws mini temper-tantrum*

So stuff to fix:

Epic_Avenger29 - Someday fix Thunder Bow.

FSCarver - Make it so he can't open doors while phased.

FyreCat - Got a nerf idea.

JJoiler - Figure out why Gunblade decided to break.

onlycoops - Apparently his perk is overpowered. FINE I'll nerf it.

sirrus86 - Add a perk where everytime one thing is fixed, fifteen other things break. Lasts until sirrus gives up.

FyreCat - Got a nerf idea.
:(
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Post  sirrus86 Tue May 22, 2012 6:21 pm

FyreCat wrote:Sad
- Immune to lava
- Regenerates hunger when ignited
- Healed by fireballs
- Always fires flaming arrows
- Fires incendiary arrows when health is low

No you're right, you don't need a nerf...
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Post  sirrus86 Wed May 23, 2012 9:32 am

Awww snap, here goes:

FSCarver
Phasewalk - Can no longer interact with doors, levers, etc. while phased. Also added a timer to the "still in cooldown" message.

FyreCat
Fyre Arrow - Arrows shot by FyreCat will not include the flaming or incendiary effect if Fyre was in water, rained upon, or hit by a snowball within the last ten seconds.

As I'm sure Fyre has learned, while he may be immune to lava, his items aren't. Well in case he HASN'T learned this yet...

Fyre Aura - Standing in lava causes durability damage to all items in inventory except diamond armor/tools. Items will not break from this effect alone, but can break if used (or if hit while wearing armor with 0 durability).

LinkCLX
Pig Power - Being hit while in the presence of pigs no longer summons a pig zombie.

onlycoops
Holy Aura - Aura will only be active while Coops is holding a torch. While active, players under the effect are immune to direct damage from other players.
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Post  sirrus86 Sat May 26, 2012 7:26 pm

With Survival Games 2 come and passed, I'm seeing more opportunities to balance some powers.

Changes for 1.4:

Epic_Avenger29
Thunder Bow - I'm coming to the conclusion that WG may not be what's preventing lightning strikes. Since I've been unable to find a cause, you may need to come up with a new ability (and perk since it relies on the ability).

FyreCat
Fyre Aura - Hunger will only drop as low as 5 "nuggets" from rain. Likewise, hunger will regenerate no higher than 5 "nuggets" when on fire. This prevents the power from both reducing health from zero hunger, and regenerating health from full hunger.

JJoiler
Gunblade - Figure out why it isn't working. Chances are it has to do with the 3-arrow limiter, if so it will be removed.

sirrus86
Endervention - Reduce range of endermen drawn to my aide from 100 blocks to 50 blocks.

To my knowledge no one else's powers had any issues. If I missed anything let me know.

New power ideas:

GeorgeIpsum
Creeper Blood - Immune to damage caused by explosions. Creepers will ignore you unless provoked. Right-clicking creepers while bare-handed charges them like lightning would.

Volatility - Attacking while holding gunpowder consumes the gunpowder, creating an explosion. When used against an entity (player, mob, etc) the explosion deals 25% damage and affects only nearby entities (no structural damage). When used against a block the explosion deals structural damage but doesn't harm nearby entities.
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Post  sirrus86 Sun May 27, 2012 5:59 pm

Updates: (I know, I do this a lot)

FyreCat
Fyre Aura no longer reduces hunger below 5 "nuggets" nor regens above 5 "nuggets".

JJoiler
Gunblade works again.

sirrus86
Reduced Endervention's intercept range from 100 blocks to 25 (rather than 50 as I stated before).

I've gotten some requests from some people for additional powers. Taking a look at what people have so far I've identified a pattern, as well as an opportunity. Going forward, each player will be allowed one perk and two abilities: one for offense, and one for defense. Note that in some cases, a pre-existing perk or ability may already function in such a way that an additional ability may not be allowed or required. If you're interested please let me know.

I'm also considering incorporating a sort of "limit break" mechanic to some powers, where the effects are intensified when the player is near death. Some powers already have this (Fyre Arrow, Gunblade, etc) and won't be changed.
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Post  FyreCat Sun May 27, 2012 7:34 pm

what would be a good defensive power....?
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Post  LinkCLX Sun May 27, 2012 7:57 pm

Is it possible for my perk that when I eat a porkchop I turn into a pig for 10 seconds or something else? or is my ability going to cover both the perk and two abilities

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Post  sirrus86 Sun May 27, 2012 9:01 pm

FyreCat wrote:what would be a good defensive power....?
A defensive power would be an ability that you activate, not to harm an enemy, but to protect yourself or others. For example, I classify Carver's Phasewalk as defensive because it doesn't directly harm an enemy but it does help him escape combat or gain an advantage. Coops' Sanctify is also considered defensive since it heals nearby players. Think of something that follows a similar theme to your current powers.

LinkCLX wrote:Is it possible for my perk that when I eat a porkchop I turn into a pig for 10 seconds or something else? or is my ability going to cover both the perk and two abilities
I classify Pig Power as a perk, since you don't activate it manually. I actually removed the pig zombie defense to balance it, since you still have no abilities. Eating a porkchop to turn into a pig is doable, and would be classified as a defensive ability, meaning you could still come up with an offensive one.

If you guys want a list of what's out there so far I can produce one.
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Post  sirrus86 Wed May 30, 2012 6:51 pm

Haven't put as much attention into this as I should lately... Blame Hlot. He got me hooked on Diablo 3.

Small update:

I'm going to start debugging some powers on the server. I'll mark when these powers are in "debug mode". Basically means I can use the power on the server when needed to test its functionality. Currently only one power needs it:

Epic_Avenger29
Thunder Bow: Marked for debug mode. Made slight change to coding that may allow it to bypass stuff like WG.

Postponed powers:

GeorgeIpsum - Postponed until I hear a yay or nay from him on the above quoted powers. Or is it not explody enough for ya...

Other thoughts:

I previously mentioned the idea of "limit breaks". Initially my idea was to have them trigger when the user's health is low. This comes with some pros and cons. For pros, their usage will be limited (see what I did there), making them less overpowered and more as a desperation ability. For cons, while the effects can be awesome (FyreCat's incendiary arrows, JJ launching explosive fireballs, etc) they'll be elusive and require the player to be nearly dead. Some people (like me) prefer greater power to come from surviving successfully, and not just any schmuck who happens to be in critical condition.

To encourage survivability (and thus discourage damaging yourself to gain an edge), my thought was making these boosted powers kick in when the player hits, say, level 15 or so. But I want to leave this idea up to you.

Limit breaks: When critical or when higher leveled? Discuss.
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Post  FyreCat Wed May 30, 2012 8:01 pm

sirrus86 wrote:Haven't put as much attention into this as I should lately... Blame Hlot. He got me hooked on Diablo 3.

Small update:

I'm going to start debugging some powers on the server. I'll mark when these powers are in "debug mode". Basically means I can use the power on the server when needed to test its functionality. Currently only one power needs it:

Epic_Avenger29
Thunder Bow: Marked for debug mode. Made slight change to coding that may allow it to bypass stuff like WG.

Postponed powers:

GeorgeIpsum - Postponed until I hear a yay or nay from him on the above quoted powers. Or is it not explody enough for ya...

Other thoughts:

I previously mentioned the idea of "limit breaks". Initially my idea was to have them trigger when the user's health is low. This comes with some pros and cons. For pros, their usage will be limited (see what I did there), making them less overpowered and more as a desperation ability. For cons, while the effects can be awesome (FyreCat's incendiary arrows, JJ launching explosive fireballs, etc) they'll be elusive and require the player to be nearly dead. Some people (like me) prefer greater power to come from surviving successfully, and not just any schmuck who happens to be in critical condition.

To encourage survivability (and thus discourage damaging yourself to gain an edge), my thought was making these boosted powers kick in when the player hits, say, level 15 or so. But I want to leave this idea up to you.

Limit breaks: When critical or when higher leveled? Discuss.
how about level 10? XD and what about the mountain of ocelots for my defense? XD
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Post  sirrus86 Thu May 31, 2012 12:11 am

FyreCat wrote:how about level 10? XD and what about the mountain of ocelots for my defense? XD
My fear is that level 10 would be too easilt attainable. It should be a reward for accomplishing something some people don't always try to accomplish.

And yes, your "ocelot mountain o' defense" is on my todo list, along with Coops' "shooting light thingies from shiny sword" and Link's "being pig cannibal = become piggier".
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Post  sirrus86 Thu May 31, 2012 12:02 pm

Updates omg

bobby16may
Snow Miser - Tried to see if I could remove the seizure-inducing spaz-out effect when players or mobs are frozen... and failed. May have to recode.

FyreCat
Cat Army - Removed. This was the hidden effect that made it so any cats Fyre tamed would always be on fire. Since his defensive ability will allow him to summon cats at will, this would be redundant.

onlycoops
El'druin - When wielding a gold sword, fires a beam of light in the direction he's facing, damaging anything in its path and instantly killing undead mobs (skeletons, zombies, and pig zombies). Actually, it shoots glowstone blocks that immediately break. Beams will go as far as ten blocks away (I may increase this) or until they hit a wall. Non-solid items such as torches are broken off but can be collected again as drops. Beams can only be shot in eight different directions, and can't ascend or descend (this might change as well). Requires that the gold sword has durability, uses up durability when used. And yes, El'druin is the name of Tyrael's sword. You're welcome.
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Post  sirrus86 Thu May 31, 2012 3:46 pm

Fixed issue where Coops' El'druin wouldn't damage enemies, and where glowstone would occassionally remain after firing. Culprit turned out to be NoCheatPlus, which (understandably) thought Coops was trying to attack something from way too far away. I resolved this by having the plugin temporarily grant permissions to bypass this protection. Emailed to Carver if you ever wanna try it out again.
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Post  sirrus86 Fri Jun 01, 2012 10:17 am

All I've heard regarding "Limit breaks" is some people favoring making them activate when a player is a certain level. From now on I'll be calling these "superpowers", and will include them in the description of each power as they're added.

FyreCat
Ocelot Unit - Left-clicking while holding cooked fish summons up to five tamed ocelots near Fyre. For each ocelot active, Fyre gains a resistance effect. Ocelots summoned with this skill are always on fire, and immune to fire and lava damage. Each ocelot summoned requires a cooked fish. Superpower: When Fyre is level 15 or higher, summoned ocelots will ignite all nearby entities, including Fyre.

onlycoops
El'druin - Beams can now be fired vertically if Coops looks up or down when using the skill. Increased range from 10 to 12. Superpower: When Coops is level 15 or higher, the range of the beams increase from 12 to 25, and damage increases by 50%.
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Post  LinkCLX Fri Jun 01, 2012 11:03 am

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

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