#WIP Enchanting Overhaul Mod

34 messages · Page 1 of 1 (latest)

high sluice
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Here are two features already implemented. The first shows how the player will be able to have more of a say in what the enchantments on their tools are. The second shows a curse that could be placed on the item if the player gambles too much in the enchantment table (chance of being applied not implemented yet)

split tide
high sluice
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yep, all except the treasure enchantments

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So far I've finished sharpness, smite, bane of arthropods, protection, blast prot, fire prot, proj. prot, feather falling, and aqua affinity

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I'm also trying to negate them in fun and maybe useful ways. For instance, silk touch will void the item drop which could be useful when you are tunneling and don't want the excess blocks

split tide
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Where the item is damaged when you get xp

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And maybe it increases the XP that is gained

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As mending makes you not have the XP added to your total XP levels

covert gazelle
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Cool!

high sluice
# split tide A reverse mending might be fun though

Since mending is a treasure enchantment, I will not be creating a curse for it. However, I try to make sure all of my mods have some sort of an API to adjust how the mod behaves. In this case, there will be an api to be able to register your own enchantment as a curse for another enchantment, allowing the user to implement the enchantment how they want

high sluice
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all the curses have been implemented all 32 of them

umbral jetty
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Also deflection sounds like your attacks have a chance of missing?

high sluice
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I may rework the names...
Voiding is against Silk touch. It prevents any block drops.

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Deterrence is anti Lure. It just makes the wait time longer

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Deflection causes some arrows fired from a crossbow to be inherently defective and bounce off of what they hit. It is anti Piercing

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Whimsy Blame is anti sweeping, which prevents some attacks from registering

high sluice
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a quick run down:
Viscosity - Tools take more time to mine when in water
Dullness - Melee Weapon deals less generic damage
Arthropods' Favor - Melee Weapon deals less to arthropods
Wraithward - Melee Weapon deals less to undead
Vulnerability - Armor prevents less generic damage
Explosive Fragility - Armor prevents less blast damage
Arrow's Bane - Armor prevents less projectile damage
Burning - Armor prevents less fire damage
Electric Attraction - Hitting an entity/Lightning rod strikes the user with lightning
Voiding - Prevents block drops
Aqua Haul - Slows user movement in water
Crumbling - Items takes more durability damage when uses
Pricking - player has a random chance to take thorns damage when moving
Torpidity - Tools take longer to use
Flimsy - Projectiles deal less damage
Deterrence - Time to fish biting a fishing rod hook is increased
Sea's Woe - Decreases luck when fishing
Ghost Quiver - Has a chance to consume an arrow when using a bow, but not fire an arrow
Slow Draw - Takes longer to charge a crossbow
Inaccuracy - the arrow from a crossbow will fire in 1 of the 3 multishot directions randomly
Drowning - The user's air decreases faster when in submerged in a liquid
Boiling Arrow - Firing an arrow sets the user on fire
Molten Handle - Hitting an entity with a melee weapon sets the user on fire
Repulsion - Hitting an entity with a melee weapon knocks the user back
Recoil - Firing an arrow knocks the user back
Aquatic Impotence - Tridents deal less damage to water creatures
Whimsy Blade - Melee weapons have a chance to not complete the attack
Scarcity - Entities drop less items
Destitution - Blocks have a chance to not drop anything
Stagnation - Tridents have more water drag
Deflection - Arrows have a chance to bounce off of an entity
Betrayal - Trident has a chance to be able to be picked up by any entity except the user*

umbral jetty
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Stagnation is interesting

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But where is ghost quiver?
Did it get removed

split tide
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Ghost Quiver - Has a chance to consume an arrow when using a bow, but not fire an arrow

umbral jetty
pulsar tangle
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@high sluice This has given me an idea for an enchant system, what if all items enchantability starts really low but curses increase the enchantability to allow for more enchantments to be added, this would encourage the players to add curses to their gear.

high sluice
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That would be interesting

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However, these curses are antithesis's of the default enchantments and can't combine in the same ways

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If there were more enchantments, then that aspect would balance well

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Sadly, there isn't enough to justify it benefiting the player

pulsar tangle
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Yea