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Enhancements to attack mechanics #25
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Changed weapon naming from Meka* to Meka_* to meek Meka-Tool's naming.
…on Unit" and reworked damage/energy evaluation. Now attack damage increases with available energy and bonus attack damage (which in turn depends on the enabled mekaweapons:attackamplification_unit(s)). For example, let's say we have enough units installed to select "High (16)": - energy < defaultEnergyUsage --> attackDamage = 0 - defaultEnergyUsage <= energy < energyNeeded --> baseDamage (=50) <= attackDamage < baseDamage * damageMultiplicator (=150) - energyNeeded <= energy --> attackDamage = baseDamage * damageMultiplicator (=150) Korean(ko_kr) and Chinese(zh_cn) translations are not implemented.
- green when gun operates normally - yellow when energy is not enough for a full shot - red when energy is not enough to use Made projectiles pickup-able in survival when shot from an actual arrow.
hello I highly appreciate your time spent on this pull request, these changes are very importants for the mod value, and sorry for the really late response, i'm gonna test the changes and approve it today |
Yeah no worries. I actually have some local changes that I did not have time to complete (been busy lately). |
no problems, you can commit and I can finish if you want, your call |
Wrapped repetitive getEnabledModule() calls into convenience functions.
i'm getting this error for some reason, main is working fine |
I've pushed the codeflow improvements (which are complete) and the unfinished change (still compiles and loads fine tho). |
Do you get this while trying to run the minecraft test? Because if it's the case I don't really know. |
hi, amazing work, everything seems to be working right, now I got some questions |
Sorry for the dead silence, my area had a several internet down this weekend.
Yes I can surely and easily adapt it to a 50*n instead of 2^n. But the real question is, do we actually wanna do that? I used a 2^n scale so that it was as similar as the original Attack Amplification Unit, but with the radial twist.
It would be the smartest idea to just revert the changes for 1.20.1, but I'd keep them for 1.21 as it's a major update and I dont actually see people porting between them. Especially because I think that keeping a "naming standard" should be appropriate to line up with Mekanism. |
By the way, as I mentioned, I'd say we just keep these changes for the 1.21, and just adapt them to 1.20.1. |
my only thing about is the damage scale that appears in module tweaker and/in-game damage amplification hud, it's just a detail that some players may not get it instant, what do you think? like its easier to "setup" the damage your want instead of the damage scale |
…e multiplied by the index of the current mode. Created convenience functions to get the base damage and energy usage based on the ItemStack given. Implemented lombok to increase code readability.
I've updated the code as you asked. Now it shows 0, 50, 100, etc... and I've also been able to link it with the base damage! |
I've tried to implement the creative mode condition, but I had no success. |
hello, planning to merge this PR tomorrow and update the mod to 1.21.1 finally, do we got anything to do? LGTM |
The code is tested and ready for a merge. |
published in curseforge, thanks for your time and help in the project |
Overview
These changes propose some small but heavily needed tweaks to the weapons, mainly featuring new attack mechanics based on energy levels
Detailed Changes
Core Changes
Attack and Combat Changes
Implemented a custom radial version of Mekanism's "Attack Amplification Unit" and revamped the damage and energy evaluation system:
This new Unit can be simply crafted by converting one from Mekanism in the crafting table, having also the option to do the opposite action.
The new system increases attack damage based on available energy and the number of enabled attack amplification units.
The energy bar has been adjusted to change color based on its energy status.
As example, for High (16):
This corresponds to a red energy bar.
This corresponds to a yellow energy bar.
This corresponds to a green energy bar.
Made projectiles pick-up-able in survival mode when shot from an actual arrow.
Note: Translations for Korean (ko_kr) and Chinese (zh_cn) are still pending.