cultcraft-0.0.3.jar
Curse Maven Snippet
What's new
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V 0.0.3
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Aura: Distance scales with tier and is standardized.
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Each tier = +7 block radius
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Movement/Blink: Distance scales with tier and is standardized.
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Each tier = +7 block radius
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Artifacts:
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Now have negative effects (aka Curses) when made.
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Certain abilities will be able to suppress/weaken the tier of the curse, suppress certain curses, etc.
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Currently only Death has this ability.
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The rate of occurrence, radius, and efficacy is dependent on the tier of the artifact.
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There is a general list of negative effects and various authority specific curses.
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Tier 1/2 Artifacts = 1 Curse
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Tier 3 = 1 or 2 Curses (50%/50%)
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Tier 4/5 = 2
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Tier 6 = 2 or 3
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Tier 7 = 3
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Sanity:
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Equal to 2x max health
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Resistance should function at 33% efficiency for sanity damage
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Regen should function at 33% efficiency for sanity regen
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Wither should damage sanity at 33% efficiency
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Sanity, whenever your max health were to change, auto change/fix sanity current % to the corresponding amount per the max health
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Regen:
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Cures poison by 1 tier above
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Ex: Regen 1 cures Poison 2
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War: To Tier 5
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Pestilence: To Tier 5
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Famine: To Tier 5
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Divine Ingredient: Now loans for 1.5 minutes rather than permanent if the blood is 1 or more tiers above the user
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Death: To Tier 5
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Crimson Moon: To Tier 5
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Sun: To Tier 5
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Vassalization fixed
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Removed redundant ritualvassalizationmanager and consolidated the ritual stuff.
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Info persists across leaves (though not fully with server ends)
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Requires double check
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Villagers will be able to sell artifacts/scrolls:
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Cleric: Sells a random artifacts at 3% chance from tier 1 to 5 (based on the level of the cleric)
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Librarian: Sells 4x scrolls at 5% chance from tier 1 to 5 (based on the level of the librarian)
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Next Update (Rough and subject to change):
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Sky will be brought to tier 5 next update since I need to make a tornado model
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New Authorities (Very subject to change and no guarantee for any to come next update):
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Abundance: Plants, Regen, Life
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Chronicles: Time, Sand, History
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Thresholds: Space, Teleportation, Cosmos
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Civilization: Crafting, Robots, Artifacts (This will be the most artifact influenced path)
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Fortune: Luck, Possibility, Chaos (This will introduce a new fortune/misfortune system).
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Commerce: Trade, Deals, Emeralds (This will revolve around the new contract system I've introduced with Sun's Tier 5)
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