Add devouring modifier that eats drops and heals player#2834
Add devouring modifier that eats drops and heals player#2834Argmaster wants to merge 13 commits intoPixelGuys:masterfrom
devouring modifier that eats drops and heals player#2834Conversation
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i would suggest making it so that the more expensive items you break the more it heals you, but im not sure how would we determine the value |
This is usually positively correlated with health of the block broken. Its hard to establish the value of an item otherwise. |
i would imagine adding a field in the item's data .zon file like |
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Thing is that block valuable-ty seems to be mostly related to defence and health. Creating |
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As for balancing: I think we should only activate the effect when encased in 6 (more than 4) precious, following the pattern of the other gems, but increasing the number since the effect is more impactful. Otherwise you can just stick a ruby on the handle and get that massive boost at the cost of just a little durability.
Also another thought I had: We have two independent actions here, consuming block drops and healing the player. I think these should be separate modifiers, so addon creators can compose them (to e.g. produce a cactus modifier that damages you, but does not eat your drops)
Co-authored-by: Carrie <122191047+careeoki@users.noreply.github.com>
I can agree with 4, but I am opposed to 6 as it occupies too many slots in crafting grid. Ruby itself is rare, has poor stats and requires traversing large distances. IMO it would be more interesting if you were forced to use this to devour valuable resources and balance it this way instead of focusing on the pickaxe itself. I would rather lower the value of healing and/or add fragile modifier instead of making it harder to use so you can break less blocks with it.
If you don't like your item drops then sure. Something I though about was to make the effect random and make the chance depend on encasing, eg. 10% by default, +10% for every precious. That would be somewhat unique and would make it possible to just have it on a pickaxe instead of carrying Again, I think composability is hurting us here, generic descriptions are problematic as they are soulless, context independent and often they almost fit but not really.
Firstly, how do I name them?
Secondly, I think the current identity of the modifier is important part of the UX of it. @careeoki what do you think about UX here. Similarly I would rather have |
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Honestly healing isn't really something you can exploit if there is proper healing in game. Players will be running around at 100% most of the time and no one will run mining blocks during a fight to heal themselves (if they do, that means rubies need nerfs asap). Healing should be cheap and abundant (by non-pickaxe means), unless you are making a realistic survival game, so that half a heart every few blocks broken shouldn't be a game changer. It should mean that you can naturally heal what you loose in caves by falling few too many blocks every now and then. This is exactly why I would rather have the healing come from more valuable resources, so you actually have to sacrifice something, not just hit few stone blocks. |
Yeah, it would look weird to have two special modifiers on one gem. We can say "eats blocks to heal you" in one sentence, rather than "destroys item drops" and "heals you when breaking blocks" in two modifiers I do get why we'd want it generic though, I can imagine other modifiers wanting to eat blocks or damage the player. Or whatever it would look like, idk, you get the idea. But then we can reuse these smaller pieces while still being able to make modifiers specialized to a certain material.
Yeah, I agree. |
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Trying this out ingame, I think the effect could be weaker. I can mine 40 limestone or so to heal back all my health. On the surface, I feel bad for wrecking the natural terrain and wasting the blocks, but in a cave I wouldn't care. I think it would be cooler if the modifier made you go out of your way to find higher-health blocks to heal (which often would be ores) |
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I also agree with what carrie says, just mining a bunch of stone seems kind of easy, and if you have a good_at modifier for that stone it's also going to be quite quick. With that it would also make more sense to separate the modifiers |
Why all if it only activates on ore?
That is a very specific modifier. Do I literally call the file Hot take: If you want modifiers that are interesting, they cannot be generic. |
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Anyway, I think this modifier is too controversial to keep it in one PR with |
This pull request adds
devouringmodifier that, when present on a tool, heals player for a fraction of health of blocks broken.To achieve this behavior in flexible way it was necessary to introduce new callback to modifier system called
onBlockUpdateinvoked when player causes a block update.devouringmodifier was unconditionally added to ruby. Currently it requires breaking around 3 stone blocks to heal for half a heart. Breaking higher quality blocks (ones with higher resistance / health) heals more.Some thoughts:
life-steal.Something to consider:
Requires: #2892
Requires: #2812
Related-to: #172