cultcraft-0.0.4.jar
Curse Maven Snippet
What's new
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New Authorities:
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Thresholds: Space, Cosmos, Passages
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Imagination: Mind, Dreams, Sanity
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Fortune: Fate, Prophecy, Luck
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Trickery: Deceit, Theft, Loopholes
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New System: Written in the lore guide
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Possibility/Luck: Intermittently gain good or bad luck value. Every so often, this value is taken and triggers the good or bad luck buff (a hidden system), which will intermittently aid or implicate the player.
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Destiny/Prophecy: Every so often, players will get a hidden quest (near the player’s own tier). These can be good or bad and are completed as you go about and advance yourself, drawing in new opportunities or danger. Certain abilities can alter/read your destiny.
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New Ability Wheel:
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Key bind C
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Swapped to Subability swap Z/X
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Leftmost and Rightmost are stolen or borrowed abilities
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Some will have “charges” so they are adjusted into temporarygoddata (ex: ability stolen by trickery gods)
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Stolen: Permanent but non-user owned (Famine: Divine ingredient, relic ingestion).
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Borrowed: Non-permanent, temporary (War: Petition)
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Now opens a ability wheel with main user authority abilities in the center wheel
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Removed Equipped ability previous/next selection (Z/X)
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Ability Wheel:
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The empty slots above are for when I code multiple ability for artifacts and armor-type artifacts
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Host Ability: Form type ability (Generalized Ability)
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User: Escape Control 1x to immediately cancel
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Target: 9 +- (3 x User Tier - Target Tier) to a min of 3 presses of Escape Control presses to force exit.
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User: Return to body 1x to immediately cancel
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Target: 9 +- (3 x User Tier - Target Tier) to a min of 3 presses of Exit Realm.
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Passive: Puts user in hidden state, centering camera on target’s camera.
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Active: Forces the target to enter a passive state while the user takes the target's form, name, body. Upon this ability ending, the target is “returned” to the location of where the ability ended while the user is brought out in a random spot within a 3 block radius around the end point.
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Exiting Curse/Hidden Realm/Body Alterations:
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It can still be held down, just can’t be cleared super rapidly.
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9 +- (3 x User Tier - Target Tier) to a min of 3 presses of Exit Realm Keybind presses to force exit.
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Currently can be “held” down, make it so each “press” has a 5 tick gap.
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Buff Balance:
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Tier 1 & 2 = 1
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Tier 3 & 4 = 2
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Tier 5 & 6 = 3
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Tier 7 = 4
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All follow this formula: Math.max(0, (tier-1)/2)
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Sun: Contract:
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Item/artifact requests can only be right clicked on the requestor.
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If no target is currently selected, when used on a player, makes the user and the targeted player the 2 contract table members so its now artifact enabled.
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Punishment: Retrigger holy fire every 5s with a duration of 10s. Triggers 12x ( x =user tier).
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General: Dreaming:
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Sleep (Standard - sleeps through the night)
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Dream (Creates a Dream Realm centered on the user. While in this state, they'll see “Dream Revelations”, text (create a registry) in their action bar every 30s-3 minutes. Each dream revelation will give them 1 sacrifice point. Waking up will remove this Dream Realm).
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Dream Walk will work on that npc copy (and see it as glowing)
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Dream Invasion will enter that dream realm
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Mass Dream Invasion will instead bring in all sleeping targets into 1 dream realm, functionally “cancelling” the Dream Realm of the target.
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While dreaming, their npc-copy will instead appear “sleeping” on the bed.
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Players who “sleep” will open a 2 button gui:
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New Item:
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Can be used for artifacts
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Can be used for artifacts
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Fancy Cane: Reduces villager rep requirement by 3
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Shepherd Staff: Reduces villager rep requirement by 3
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Balance/Fixes:
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Reworked slightly to fit usage within realms.
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It applies invisibility 10 (so high nothing should bypass it) while having the invisibility applying ability “pass” through the veil checklist for other players to check whether to render or not.
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User tier assigned and hidden realms has a list to check invites.
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General Exit:
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User/Ally of User: 1 Return to Body Keybind
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Non-Ally: X
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Separate client-side rendered regions.
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Artifacts check context too
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New Tag: Used on abilities that place a block (Abilitytag.block) are prevented.
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Ex: Freed Open, Vassalized summoning, unknown summoning, dimension gate
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Renders clientside so players/entities inside render only to those inside.
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Abilities dont interfere with those inside if you are outside and vice versa
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Certain abilities cant cast inside
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Invisibility 10 is applied to those inside to prevent players outside from seeing them under any circumstance.
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Centralized all parameters for easy access later:
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Host: What is the “host” object (entity or block)
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Wall: What is the block that defines the wall of the hidden realm
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Shape: Dome or cube shaped (X = Size inside (x,y,z))
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Entry: Open (anyone can enter through the host), invited (a ability needs to be used on the target), region(defined by a region, so anyone entering/exiting the region also enter/exit the realm)
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OutsiderVisible (true/false): Whether players inside the realm can see players outside of it
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LeavesBody: If it leaves behind a npc copy of the enterer. Usually that npc is also a host
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Persistent: If it survives a restart
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Limits
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Visibility of Region/Host:
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Host block has a clientside blue overlay render to the user/owner
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Registry for authority-tier combos and per hidden realm, if they are “allowed”, they (or those that are currently holding an artifact composed of this combo) will see colored particles intermittently appear within the region of a hidden realm (so they can try to find it too).
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Concealed Space:
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HiddenSpaceSight:
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Fixed Artifact rebellion curse to stagger instead of constant app
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Refactored and reorganized. Everything is now centralized:
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Aggressive
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Defensive
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Passive
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Summon
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Clone (Shares blood dropping - uuid)
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Time = 0 (inf) - XX (desummon on end)
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Ai:
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Type:
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Generalized:
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Blink: Teleports in a 2 block radius
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Protect: Negates an instance of damage
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Dodge: Jumps in a 2 block radius
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These abilities do grey damage and then apply the effect if its at the threshold after grey damage is applied.
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Targeting System:
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Target: Applies to a singular entity
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Area: Applies in a area
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Self-Target - <100%: Retargets mob aggression to the user while Player targets will have their "face/yaw" forced to look at the target for x seconds. (5s +/-1s per tier difference to a max/min of 7s/3s).
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Ex: Provoke (Area)
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Ignore-Target <=80%: Disregards the user from being targeted by mob's aggression while player targets cannot harm the user for x seconds. (5s +/-1s per tier difference to a max/min of 7s/3s).
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Ex: Vision: Charm (Target)
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Other-Target <=60%: Retargets surrounding (10 block radius) (centered around the target, not the user) mob aggression to target while players in the radius (not the target themself) will fire a npcusable ability at the target 1x every 3s during the duration of this effect. (5s +/-1s per tier difference to a max/min of 7s/3s).
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Ex: Corruption (Target), Instigate (Target)
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Fear-Target <=40%: Disregards user from being target by mob's aggression, rather, they will attempt to move away from the user (10 block radius) while players in the radius will have their "face/yaw" forced to look away from the target for x seconds. (5s +/-1s per tier difference to a max/min of 7s/3s).
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Black - Type Magic: Halves the darkness buff time. +33% of the damage done is now sanity damage.
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Cleric: Sells artifacts at 3% chance from tier 1 to 5 (based on the level of the cleric)
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Librarian: Sells 4 scrolls at 5% chance from tier 1 to 5 (based on the level of the librarian)
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Invisibility/Veil:
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Hidden Realms: Currently only Threshold’s Concealed Space, Imaginations Mass Dream Invasion, Mind Invasion, and Dreaming
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Artifact:
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Summons:
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Substitutes:
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Sanity (Abilities) Threshold for effects - generalized so future abilities can just easily call this.
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Ability Attribute:
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Villagers: Fixed
I'm finally starting my doctorate so my past few weeks of being jobless will end so ill probably cut down on rapid updates ...
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