Stuff I come up with on lunch breaks.
- Pronoun tags
- Prizes spin around the player before landing on the final prize
- For a designated location, check the blocks of a schematic relative to the blocks in the area.
- To be used for custom features like portals, shrines, etc.
- Prevent block changes in the area unless the core block is modified actively by a player, and require confirmation to disable the structure
- Centralized and reliable NPCs for trading with
- Prices higher than those that can be found elsewhere
- Gold sinks somehow
- Pay gold to improve supplies? Reduce prices?
- Reduces the need for villager spawners
- Store stacks of materials, up to some limit
- Obviates the need for sorters
- Modular item construction
- Build items from components
- We sort of already do this with gems and sockets, and that system will remain, but it should be marginal
- But you can also imagine different item components, or infusions, or whatever lore-based approach is useful to take
- Importantly, the major function here is to let players choose stat combinations (and therefore playstyles)
- Item archetypes determine stat universes, for example:
- Crit damage
- Crit chance
- Attack speed
- Magic power
- Components can be traded
- Rarity matters
- Not permanent unlocks
- Gold sinks
- Cost for forging
- Build items from components
- Fix Toxus being passive during the day
- Web shot
- Modifies some air blocks to cobwebs
- Leap
- Web grab
- Pull players
- Gustlaunch players
- Shockwave players
- Summon air familiar
- Heal mobs (regen)
- Rally & speed boost
- Summon water familiar
- Tidal wave
- Fire Aura
- Summon fire familiar
- Firestorm
- Flamesurge
- Heal mobs (burst)
- Rally & shield
- Rootsurge
- Summon nature familiar
- PBAOE
- Remains at cast location
- Applies slow pulse to entities within
- Need logic for sand swirl particles; circling waves?
- Modify blocks in radius to sand temporarily?
- Draw towards middle?
- Cone AOE
- Multi cast
- Increased damage and slow on successive casts
- Slow duration rather long
- Return energy for slowed target death?
- Headshots deal 300% damage
- Restore energy on kill
- No knockback, increased armor, decreased damage
- Explode after 10s
- Increased speed
- Grant +dmg to ally
- Heal from % ally dmg
- Spin around dealing damage
- Successive hits +dmg
- Geyser up, wave outward
- Pushes mobs away + damages Ice platform 10s
- Velocity on jump / right click
- Speed boost
- +dmg in air
- Hover while aiming
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on entity damaged by
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<context.cause>
==entity_attack
-
<context.damager>
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Skill: Tie to off-hand items?
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Counter-attack spells?
- Mana is easy. What about redstone?
- Probably requires Denizen knowing what the costs of the spells are
- Could do this via manually making a list in Denizen or maybe just wait for MagicSpells 4.0
- If an Elite spell is on cooldown, no other Elite spell may be cast
- What is this element bad at?
- What is this element good at?
- What is this element the best at (i.e. better than any other element at)?
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MobArena with MythicMobs that uses the players' equipped inventories so they can practice combat
- Requires writing a Denizen script to cancel drops / money mobs in the arena
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Do this but better: https://www.spigotmc.org/resources/mobhunting.3582/
- Summoning scroll or whatever drops from elite mobs, activate to bring you and 2 others
- Mobs that drop resources and a boss at the end
- Maybe blocks to mine
- Time limit - choose between mining and combat or work together and do both
- Tileset
- Tileset design
- Generation / implementation
- Mobs
- Veterans
- Elites
- Boss
- Items
- Scripts
- Player teleportation
- Timer
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Key concept - first ten minutes
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Hint at skill trainer locations
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Force user to open book
- Key concept - Shareable pages with player information and progress
- Rank
- VIP?
- Statistics
- Quest progress
- A la Pokemon league cards
- A dungeon, with monsters
- However, players can queue up as opposition monsters as well
- When the challenging players kill the boss at the end of the dungeon, the monster players get powered up and the challengers must escape the dungeon without dying
- Until the final boss is killed, the monster players get unlimited respawns
- Once the boss is killed and the monster players are powered up, it's their last life
- Choose between classes/builds for your final form
- Encourage thoughtful team comps through skill choices