#New abilities for the Reality

1 messages · Page 1 of 1 (latest)

void drum
#

or soul stone

Well, these abilities fit better with the Reality Stone, but I think the Soul Stone has too few abilities, so maybe one of these could go there—or maybe not, and both could go to the Reality Stone.

The abilities are:

Clone Summoning:

In the KubeJS Discord, in the example scripts section, there’s a script that enables clone creation and offers some distinct advantages:
If the player changes form using a render layer, the clone will appear using Palladium’s render layer—unlike the other method. Additionally, each clone has its name tag and collisions, which can be seen by pressing F3+B. The downside is that it can cause some lag, but since it's tied to a single stone that exists only once per world, it's not an issue for around 6 to 12 clones.

Player Sushi?:

In Infinity War, there's a moment where Thanos, using the Reality Stone, turns Drax into sushi-like cubes. Something similar could be done by launching an invisible projectile at high speed. When it collides with an entity, that entity would be given a power like target_sushi (or another name). The entity would then lose the ability to move or jump, and their entity reach and block reach would be reduced. After a certain amount of time—or after X ticks—the power would be removed. As for their model, the player's model could be hidden and replaced with a pile of blocks on the ground using the player's texture—possibly even with an animation at the start of the power, where the blocks fall to the ground.
Below, I'll include something very similar to this, but it's for Doctor Strange's chains.

#

New abilities for the Reality

#

I also have a condition that I’m not entirely sure works, which checks if the player has a certain amount of an attribute. So it could be used to disable this power on the first tick if the player has a certain amount of armor, making the power less overpowered. And if the player is something like—I don’t know—Galactus from another addon, then this power wouldn’t affect them

#

here the condition

StartupEvents.registry('palladium:condition_serializer', event => {
event.create('namespace:has_attribute_amount')
.addProperty("attribute", "string", "minecraft:generic.max_health", "The attribute to check.")
.addProperty("min", "float", 0.0, "Minimum value required.")
.addProperty("max", "float", 9999.0, "Maximum value allowed.")
.test((entity, properties) => {
if (!entity || !entity.getAttribute) return false;

        const attributeId = properties.get("attribute");
        const minValue = properties.get("min");
        const maxValue = properties.get("max");

        const attributeInstance = entity.getAttribute(attributeId);

        if (attributeInstance == null) {
            return false;
        }

        const value = attributeInstance.getValue();

        return value >= minValue && value <= maxValue;
    });

});

#

The only render layer that fails with this is the trail one.

#

I (ChatGPT) modified the code to work with tags, since the original version used a diamond axe. Additionally, that version could handle 100 clones without issues, so something in this code might not be as optimized or polished.

#

startup: here you can change the item used to reset the clones. I tried to make it work with a tag, but I couldn't get it to work.

#

assets:
NetworkEvents.dataReceived("myData", event => {
const { entity: { persistentData, username }, data: { HoldingAxe } } = event;

persistentData.put(username, { HoldingAxe: HoldingAxe });

if (!persistentData.ModelsToRender) persistentData.ModelsToRender = [];

if (!persistentData.ModelsToRender.some(model => model.Name === username)) {
    persistentData.ModelsToRender.push({ Name: username });
}

});

#

data or server : here u can change the tag

PlayerEvents.tick(event => {
const { player, player: { persistentData } } = event;

if (!persistentData.HoldingAxe) persistentData.HoldingAxe = 0;


if (player.tags.contains("illusion_tech_suits")) {
    persistentData.HoldingAxe = 1;
} else {
    persistentData.HoldingAxe = 0;
}

player.sendData("myData", { HoldingAxe: persistentData.HoldingAxe });

});

#

One thing to add—though I'm not entirely sure—is whether it's necessary to include credits for the original author in the script and on the CurseForge or Modrinth page. So that’s something that should be asked.

verbal creek
#

this is absolutely fire

cerulean remnant
#

Hmmmm

vital talon
void drum
# vital talon Deaaam this Is so fire

yep, the script that Liopyo made is really good. When I saw it, honestly, I felt compelled to create Mysterio—or I wouldn't have been able to sleep that night xDD

verbal creek
#

@void drum im a tad late, but im reading up on this now

void drum