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Post by ThatRedhead on Jan 3, 2015 2:31:08 GMT
Wait. Shades will join up too? That's definitely a bad idea! And unlikely. Shades didn't seem like very "YAY teamwork let's kill players together!" kind of beings in comparison to the Ra'zac. And any more than three shades at a time might get excessive, even on a map that big. 3-5 shades, each in their own random place. Shades won't from groups. In fact, maybe we could make it so shades perform dangerous duels with eachother if two or more are within range. That would be very cool! If you get caught in the crossfire, instant death! Also, can shades be able to take control of villagers, urgals (that aren't players), maybe even animals like wolves, and make them attack anyone unfortunate enough to be a target of the shade?
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Post by MCAlagaesia on Jan 3, 2015 2:36:51 GMT
Haha, nope! Minecraft is Java, it makes sense for the plugins to be in Java too Yep, that's what I figured. *sighhhhhhhhh* python is so easy though! Oh well. I already have made plans to learn Java mid-January. My dad wants to learn Java too, and he has experience with C# so he can help me with it too once he gets the hang of it hopefully I'll be coding away plugins by March! Can't wait to help out.
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Post by MCAlagaesia on Jan 3, 2015 2:40:17 GMT
3-5 shades, each in their own random place. Shades won't from groups. In fact, maybe we could make it so shades perform dangerous duels with eachother if two or more are within range. That would be very cool! If you get caught in the crossfire, instant death! Also, can shades be able to take control of villagers, urgals (that aren't players), maybe even animals like wolves, and make them attack anyone unfortunate enough to be a target of the shade? Could be possible, but very difficult. We're not actually implementing any AI, rather features that make these otherwise senseless mobs seem sentient. What we could do is cause any unbonded creature (eg, wolves that are not tamed, cats that are not owned, urgals that are not players, villagers, etc) to attack other entities such as players if they are within a certain distance of the shade.
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Post by ThatRedhead on Jan 3, 2015 3:14:50 GMT
Yep, that's what I figured. *sighhhhhhhhh* python is so easy though! Oh well. I already have made plans to learn Java mid-January. My dad wants to learn Java too, and he has experience with C# so he can help me with it too once he gets the hang of it hopefully I'll be coding away plugins by March! Can't wait to help out. YAY!!! Can't wait to see that in the chatbox one day
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Post by ThatRedhead on Jan 3, 2015 3:18:13 GMT
That would be very cool! If you get caught in the crossfire, instant death! Also, can shades be able to take control of villagers, urgals (that aren't players), maybe even animals like wolves, and make them attack anyone unfortunate enough to be a target of the shade? Could be possible, but very difficult. We're not actually implementing any AI, rather features that make these otherwise senseless mobs seem sentient. What we could do is cause any unbonded creature (eg, wolves that are not tamed, cats that are not owned, urgals that are not players, villagers, etc) to attack other entities such as players if they are within a certain distance of the shade. But only if a shade has this value turned on (I.e. If in range of a shade, a mob would check if that shade had the value "mob-hostility" set to true, otherwise it ignores the shade's presence).
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Post by MCAlagaesia on Jan 3, 2015 3:25:31 GMT
Could be possible, but very difficult. We're not actually implementing any AI, rather features that make these otherwise senseless mobs seem sentient. What we could do is cause any unbonded creature (eg, wolves that are not tamed, cats that are not owned, urgals that are not players, villagers, etc) to attack other entities such as players if they are within a certain distance of the shade. But only if a shade has this value turned on (I.e. If in range of a shade, a mob would check if that shade had the value "mob-hostility" set to true, otherwise it ignores the shade's presence). Alright... To allow players a slight chance of damaging a shade before they are obliterated, we'll make it so they only take control of nearby mobs if the player angers the shade.
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Post by lubenqwebjartskular on Jan 4, 2015 2:42:16 GMT
YAY!!! Can't wait to see that in the chatbox one day Wait, so are u actually a dev red?
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Post by lubenqwebjartskular on Jan 4, 2015 2:44:44 GMT
But only if a shade has this value turned on (I.e. If in range of a shade, a mob would check if that shade had the value "mob-hostility" set to true, otherwise it ignores the shade's presence). Alright... To allow players a slight chance of damaging a shade before they are obliterated, we'll make it so they only take control of nearby mobs if the player angers the shade. Great,and if a player somehow manages to kill the shade the mods go back to normal. also a shade should only ba able to be killed with a critical hit (when your're falling) to kill it, to mimic the whole "stab shade through heart" thing.
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Post by ThatRedhead on Jan 4, 2015 4:09:56 GMT
But only if a shade has this value turned on (I.e. If in range of a shade, a mob would check if that shade had the value "mob-hostility" set to true, otherwise it ignores the shade's presence). Alright... To allow players a slight chance of damaging a shade before they are obliterated, we'll make it so they only take control of nearby mobs if the player angers the shade. Yep, that's what I was getting at! It wasn't as if everywhere the shade went it controlled people. That would be too obvious. Shades are smarter than that. Not even a shade would announce "HELLO, RIDERS. I'M RIGHT HERE" by taking over an army of creatures. On a similar note, instead of angering the shade maybe if someone "catches" the shade or finds it (seeing it, finding it with its mind etc.) that would initiate all-out attack. How will we simulate a shade attacking both physically and mentally? That's usually the most difficult thing when fighting a shade, because it attacks your mind while trying to put a sword through you... Maybe we could just make it so the shade's opponent is slowed slightly to simulate having to concentrate so hard.
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Post by ThatRedhead on Jan 4, 2015 4:11:44 GMT
YAY!!! Can't wait to see that in the chatbox one day Wait, so are u actually a dev red? Nah, not yet at least... I probably should work on becoming a builder first though xD
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Post by lubenqwebjartskular on Jan 4, 2015 4:26:24 GMT
Well,you're pretty close. you might get 10-15 points for your tree hut.
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Post by ThatRedhead on Jan 4, 2015 4:33:36 GMT
Alright... To allow players a slight chance of damaging a shade before they are obliterated, we'll make it so they only take control of nearby mobs if the player angers the shade. Great,and if a player somehow manages to kill the shade the mods go back to normal. also a shade should only ba able to be killed with a critical hit (when your're falling) to kill it, to mimic the whole "stab shade through heart" thing. Critical hit? OK here is an idea: we somehow define a special and difficult way to attack a shade that simulates stabbing through the heart. Then, even if you kill a shade by normal means, it just respawns a little ways away and a short time after, and continues doing what it was doing before. However, if you kill a shade with a critical hit, it doesn't respawn. To control shade populations, admins would spawn new shades when and where they see fit. There would be no auto-repopulation because respawning occurs most of the time since a shade isn't really killed. The idea is that as a player you can actually kill shades and prevent them from returning until a new one comes along. And only if you actually kill a shade for good do you get the title "Shadeslayer."
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Post by ThatRedhead on Jan 4, 2015 4:35:57 GMT
Well,you're pretty close. you might get 10-15 points for your tree hut. hopefully... I'm also starting to work on my next plot, which is the river/hill/Mills near Aroughs that Roran used to break in with the barge. I'm still trying to get a realistic waterwheel. As you can probably tell I like to build things from what I saw in my mind's eye as I read the series.
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Post by lubenqwebjartskular on Jan 4, 2015 4:36:26 GMT
Great,and if a player somehow manages to kill the shade the mods go back to normal. also a shade should only ba able to be killed with a critical hit (when your're falling) to kill it, to mimic the whole "stab shade through heart" thing. Critical hit? OK here is an idea: we somehow define a special and difficult way to attack a shade that simulates stabbing through the heart. Then, even if you kill a shade by normal means, it just respawns a little ways away and a short time after, and continues doing what it was doing before. However, if you kill a shade with a critical hit, it doesn't respawn. To control shade populations, admins would spawn new shades when and where they see fit. There would be no auto-repopulation because respawning occurs most of the time since a shade isn't really killed. The idea is that as a player you can actually kill shades and prevent them from returning until a new one comes along. And only if you actually kill a shade for good do you get the title "Shadeslayer." This would be good, but a critical hit would work as the death blow as i said. also instead of a rank on the server you get titles, like baron of highkeep and shadeslayer.
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Post by MCAlagaesia on Jan 4, 2015 4:37:14 GMT
Alright... To allow players a slight chance of damaging a shade before they are obliterated, we'll make it so they only take control of nearby mobs if the player angers the shade. Yep, that's what I was getting at! It wasn't as if everywhere the shade went it controlled people. That would be too obvious. Shades are smarter than that. Not even a shade would announce "HELLO, RIDERS. I'M RIGHT HERE" by taking over an army of creatures. On a similar note, instead of angering the shade maybe if someone "catches" the shade or finds it (seeing it, finding it with its mind etc.) that would initiate all-out attack. How will we simulate a shade attacking both physically and mentally? That's usually the most difficult thing when fighting a shade, because it attacks your mind while trying to put a sword through you... Maybe we could just make it so the shade's opponent is slowed slightly to simulate having to concentrate so hard. Sporadic fits of slowness III and weakness III that last for 3 seconds until you run away or kill the shade?
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