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Post by MCAlagaesia on Dec 14, 2014 23:51:02 GMT
Already written down! The armour will still deplete, however, to simulate the wards drawing on your energy and eventually failing over time. If wards are present on your armour, there'll be a small chance that you'll loose some hunger with every hit that relates to that ward. For example, you'll lose hunger from falling if feather falling is present on your armour, but you won't loose hunger from projectile damage. Unless, of course, you have projectile protection too. If the ward takes a hit for you, however, shouldn't the armor itself not take any damage and instead your hunger bar would be slightly depleted? Another idea, it would be pretty cool if you could take an emerald (or multiple emeralds to increase their total capacity) and enchant them to be a flawless gemstone that would then have its own hunger bar of sorts. You would be able to store hunger in it and take some back as needed. Also, if someone were to steal it from you, the energy stored in it would still be kept in the gemstone. That is true, but we still need a way to store how much energy your wards have left. Directly damaging the armour is the easiest way as it requires no code. Other options include using a config file, however that creates unnecessary read/write cycles that could strain the server. The third, and currently final option, is to write percentages to the name of the armour. For example, "Iron Armour" would become "Iron Armour, Wards 83%" if wards were present. The flawless gems idea is great, written that down for development!
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Post by ThatRedhead on Dec 15, 2014 2:44:33 GMT
If the ward takes a hit for you, however, shouldn't the armor itself not take any damage and instead your hunger bar would be slightly depleted? Another idea, it would be pretty cool if you could take an emerald (or multiple emeralds to increase their total capacity) and enchant them to be a flawless gemstone that would then have its own hunger bar of sorts. You would be able to store hunger in it and take some back as needed. Also, if someone were to steal it from you, the energy stored in it would still be kept in the gemstone. That is true, but we still need a way to store how much energy your wards have left. Directly damaging the armour is the easiest way as it requires no code. Other options include using a config file, however that creates unnecessary read/write cycles that could strain the server. The third, and currently final option, is to write percentages to the name of the armour. For example, "Iron Armour" would become "Iron Armour, Wards 83%" if wards were present. The flawless gems idea is great, written that down for development! I actually think that changing the name would be a great way to keep track, because you could then check on how much your wards have left but it wouldn't be very easy so you wouldn't be sure of when your wards failed you. Can't wait to see them added! I think it would create a much more even playing field for all spellcasters, because it would no longer limit the amount of energy a motivated spellcasters could store!
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Post by MCAlagaesia on Dec 15, 2014 3:01:46 GMT
That is true, but we still need a way to store how much energy your wards have left. Directly damaging the armour is the easiest way as it requires no code. Other options include using a config file, however that creates unnecessary read/write cycles that could strain the server. The third, and currently final option, is to write percentages to the name of the armour. For example, "Iron Armour" would become "Iron Armour, Wards 83%" if wards were present. The flawless gems idea is great, written that down for development! I actually think that changing the name would be a great way to keep track, because you could then check on how much your wards have left but it wouldn't be very easy so you wouldn't be sure of when your wards failed you. Can't wait to see them added! I think it would create a much more even playing field for all spellcasters, because it would no longer limit the amount of energy a motivated spellcasters could store! I don't know about an "even" playing field, but it certainly adds another dynamic to the game!
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Post by ThatRedhead on Dec 15, 2014 3:09:22 GMT
I actually think that changing the name would be a great way to keep track, because you could then check on how much your wards have left but it wouldn't be very easy so you wouldn't be sure of when your wards failed you. Can't wait to see them added! I think it would create a much more even playing field for all spellcasters, because it would no longer limit the amount of energy a motivated spellcasters could store! I don't know about an "even" playing field, but it certainly adds another dynamic to the game! It would at least solve part of that "dragon riders would be too powerful" problem, because a non-dragon rider could supplement their own energy bar significantly. A thought: what if these "additional" energy sources showed up as additional hunger bars above your own, thus letting you see the level in each. (this would apply to dragons that can provide energy for their rider) Also, this isn't the right thread for it but while on the topic dragons need to deplete their hunger bar by flying. Finally, when casting a spell, what if you could specify what energy sources to use at the end of the spell as an optional thing? For instance, say you have a gem called Aren in your inventory, and you wanted to use it to cast brisingr, you would do /brisingr Aren. And instead of depleting your hunger bar it would take energy from Aren.
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Post by MCAlagaesia on Dec 15, 2014 3:15:50 GMT
I don't know about an "even" playing field, but it certainly adds another dynamic to the game! It would at least solve part of that "dragon riders would be too powerful" problem, because a non-dragon rider could supplement their own energy bar significantly. A thought: what if these "additional" energy sources showed up as additional hunger bars above your own, thus letting you see the level in each. (this would apply to dragons that can provide energy for their rider) Also, this isn't the right thread for it but while on the topic dragons need to deplete their hunger bar by flying. Finally, when casting a spell, what if you could specify what energy sources to use at the end of the spell as an optional thing? For instance, say you have a gem called Aren in your inventory, and you wanted to use it to cast brisingr, you would do /brisingr Aren. And instead of depleting your hunger bar it would take energy from Aren. Removing hunger from a specific source is certainly do-able, but would require a major re-write of how Magic is handled at the moment. I'll bring it up with Minecrafting, who's developing the Magic plugin. As for showing your extra hunger, that's possible too, but depending on how many gems you have it could get very ugly, ie. your hunger bar filling up the whole screen. We'll have to make it toggleable!
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Post by ThatRedhead on Dec 15, 2014 3:20:00 GMT
It would at least solve part of that "dragon riders would be too powerful" problem, because a non-dragon rider could supplement their own energy bar significantly. A thought: what if these "additional" energy sources showed up as additional hunger bars above your own, thus letting you see the level in each. (this would apply to dragons that can provide energy for their rider) Also, this isn't the right thread for it but while on the topic dragons need to deplete their hunger bar by flying. Finally, when casting a spell, what if you could specify what energy sources to use at the end of the spell as an optional thing? For instance, say you have a gem called Aren in your inventory, and you wanted to use it to cast brisingr, you would do /brisingr Aren. And instead of depleting your hunger bar it would take energy from Aren. Removing hunger from a specific source is certainly do-able, but would require a major re-write of how Magic is handled at the moment. I'll bring it up with Minecrafting, who's developing the Magic plugin. As for showing your extra hunger, that's possible too, but depending on how many gems you have it could get very ugly, ie. your hunger bar filling up the whole screen. We'll have to make it toggleable! Definitely. Although if you are a dragon rider you should be able to monitor their health/hunger all the time, so I'd recommend leaving that one un-toggled.
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Post by MCAlagaesia on Dec 15, 2014 3:24:57 GMT
Removing hunger from a specific source is certainly do-able, but would require a major re-write of how Magic is handled at the moment. I'll bring it up with Minecrafting, who's developing the Magic plugin. As for showing your extra hunger, that's possible too, but depending on how many gems you have it could get very ugly, ie. your hunger bar filling up the whole screen. We'll have to make it toggleable! Definitely. Although if you are a dragon rider you should be able to monitor their health/hunger all the time, so I'd recommend leaving that one un-toggled. It still could be annoying for players, especially if we slowly increase dragon energy over time to simulate the dragon growing. Toggling energy sources could be separate, so "/toggle energy gem" would show or hide the gem energy, while "/toggle energy dragon" would show or hide your dragon's energy, if you have one.
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Post by ThatRedhead on Dec 15, 2014 3:29:32 GMT
Definitely. Although if you are a dragon rider you should be able to monitor their health/hunger all the time, so I'd recommend leaving that one un-toggled. It still could be annoying for players, especially if we slowly increase dragon energy over time to simulate the dragon growing. Toggling energy sources could be separate, so "/toggle energy gem" would show or hide the gem energy, while "/toggle energy dragon" would show or hide your dragon's energy, if you have one. Instead of toggling energy bars, what if there were a spell of sorts that returned whatever the energy level (and max energy level I.e. 5/10) when you specify a source?
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Post by MCAlagaesia on Dec 15, 2014 3:54:47 GMT
It still could be annoying for players, especially if we slowly increase dragon energy over time to simulate the dragon growing. Toggling energy sources could be separate, so "/toggle energy gem" would show or hide the gem energy, while "/toggle energy dragon" would show or hide your dragon's energy, if you have one. Instead of toggling energy bars, what if there were a spell of sorts that returned whatever the energy level (and max energy level I.e. 5/10) when you specify a source? What about just checking the percentage on the name of the item instead of typing a command? "Small Gem, Energy 85%"
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Post by ThatRedhead on Dec 15, 2014 4:03:44 GMT
Instead of toggling energy bars, what if there were a spell of sorts that returned whatever the energy level (and max energy level I.e. 5/10) when you specify a source? What about just checking the percentage on the name of the item instead of typing a command? "Small Gem, Energy 85%" That would work too. It might get a little difficult though going through your inventory for the gem, but I guess if you had it in one of your nine slots you could scroll over to it quickly.
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Post by ThatRedhead on Dec 15, 2014 4:57:53 GMT
CUSTOM BLOCK MODEL IDEA: mirror for scrying.
Is it possible to limit what you say through the chat to only people in a small vicinity? This would be good, because then you would have to use magic for long-distance communication through enchanted mirrors.
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Post by MCAlagaesia on Dec 15, 2014 5:43:40 GMT
CUSTOM BLOCK MODEL IDEA: mirror for scrying. Is it possible to limit what you say through the chat to only people in a small vicinity? This would be good, because then you would have to use magic for long-distance communication through enchanted mirrors. Yep, we're planning to have chat local, so you can only hear people in a small radius. This works very well with what we have in mind!
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Post by ThatRedhead on Dec 15, 2014 12:28:39 GMT
CUSTOM BLOCK MODEL IDEA: mirror for scrying. Is it possible to limit what you say through the chat to only people in a small vicinity? This would be good, because then you would have to use magic for long-distance communication through enchanted mirrors. Yep, we're planning to have chat local, so you can only hear people in a small radius. This works very well with what we have in mind! Great! It'll be cool to see scrying work. Might be a little difficult to get live "video" of whatever you are scrying, though.
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Post by lubenqwebjartskular on Jan 2, 2015 21:42:30 GMT
Yep, we're planning to have chat local, so you can only hear people in a small radius. This works very well with what we have in mind! Great! It'll be cool to see scrying work. Might be a little difficult to get live "video" of whatever you are scrying, though. well, its pretty much impossible i think to get live video on a block. but scrying would be cool, maybe it could show your screen the viewpoint of the other persons bowl, with a border around the edge to look like a bowl.
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Post by lubenqwebjartskular on Jan 2, 2015 21:49:12 GMT
CUSTOM BLOCK MODEL IDEA: mirror for scrying. Is it possible to limit what you say through the chat to only people in a small vicinity? This would be good, because then you would have to use magic for long-distance communication through enchanted mirrors. Yep, we're planning to have chat local, so you can only hear people in a small radius. This works very well with what we have in mind! we should have shouting and whispering too. so you type /w to whisper and /s to shout and just type normal to talk normal. also we should have an action thing to assist roleplay, like if you type *holds out hand* it will show up as Lubenqwe: holds out hand
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