#Elemental Property interactions for various items

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topaz topaz
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  • Mines and bombs given fire, spectral fire, or shock could apply that status when they explode
  • A minecart on fire could deal constant damage while you're in it
  • Shock bumpers could bounce you and prevent you from reacting in time to do something else
  • Shock on Water Pipes could electrocute the player
  • Items with a property could inflict them when picking them up
  • Sword with properties could give the player's sword the ability to inflict that status

there's lots more that could make some sense, and some that don't really make sense. Swinging your sword at a shock skull could stun you, but swinging at a burning skull doesn't really seem like the flames ought to travel up your sword... but for the sake of consistency, it's not entirely awful to have it work that way.

fallow birch
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The only thing is I use the fire and cold elements to change the color of items that I link to the color rod. For example, I have a dungeon where the color rod spawns and despawns red/blue tornados. I don't want the tornados to hurt the player. I just use it for a color indicator.

topaz topaz
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I like the idea of being able to differentiate by color as well, but making them use the same graphics as the status effects that will inflict them when touched is kind of unintuitive when they only do it sometimes.

fallow birch
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If we had a color property too, then that could be used instead of the actual elemental properties.

topaz topaz
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yeah, its a valid use case for sure. or a toggle in the properties to control whether or not it inflicts the status.

fallow birch
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Then it would make since for the elemental properties to consistently interact with their actual element. Like I LOVE how spectral objects reveal things. So it only makes sense that throwing an Ice gem onto water would freeze it.

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but alas it just sinks

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In general I do think it would be more consistent for the elemental properties to apply their element to more things. I saw your bug report at first for bombs and 100% agreed.

topaz topaz
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yeah bombs seemed like "oh this definitely will work", which is what made me think bug at first. then i realized like everything can get these properties now 😄

fallow birch
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I guess it is hard trying to decide how much of an element should be present. Like applying fire to an object so you can carry it around to produce light is cool, but if it burns you, then you can't pick it up anymore anyway.

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would put some puzzles out

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So I also liked your idea of a way to toggle them doing damage. I just don't know about UI clutter?

topaz topaz
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yeah... definitely some that are just weird

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or, they could require you to have the ring protecting against that status.

fallow birch
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I was gonna say it could be a glove or something haha

topaz topaz
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theres no Shock Ring? huh

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pets already have separate UI icons for status effects, these could be used for inflicting the status while the property toggle for fire/shock/golden/cursed could remain visual only

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in fact this seems to be exactly what we're talking about. Lucky on fire doesn't burn you, but you can make talking to Lucky burn you.

fallow birch
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Oooooh

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Yeah, you're right. We just need a UI element that allows toggling through Burn, Shock, Freeze, Curse, etc.

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And it's still very intuitive. The description of these specifically state it affects the player. "Burns the player" "Shocks the player"

topaz topaz
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yep. but the elemental status properties also imply that, so would need to be changed, and some objects that already inflict the status using that existing property would have to be reworked

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like hitting a rolling spike trap that's on fire already causes burning

fallow birch
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Yeah I see what you mean. It's kinda implied with the word "targets". Like fire states "Makes the object burn targets." Well, if we use it on a spike roller, who is its target? Us. So it would allow it to burn us.

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Burn would maybe more be for things that we're allowed to interact with / pick up?

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But talking to a Fire pet doesn't burn us so yeah, the wording is kinda tricky.

vagrant lance
# topaz topaz theres no Shock Ring? huh

Yeah, this alone still questions in its overall idea of it.
Julian said it would be too op, then we have Cursed and Frozen.

ESPECIALLY Cursed, that debuff is so annoying than getting shocked, really.

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He might have other ideas but I dunno what for now.

topaz topaz
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i made a feature req for shock ring. feels like it ought to exist IMO

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we have plenty of stuff thats too OP in specific circumstances

vagrant lance
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I just want more rings so I could get that Colossal Ring Box legit xddddd

hard wren
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I like it

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We have so many parts that going through every interaction takes time

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But I see it as polish more than core loop

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For sure something good to see people requesting so Julian can see it too

topaz topaz
topaz topaz
# void tulip gold sword makes enemys op tho

No more so than the rings that increase damage taken by a lot or golden enemy variants. And if you have 8 hearts it’s a different story than 4. Plus, OP stuff in a maker game is fine. There’s unlimited ways to unfairly kill the player that aren’t related to enemy strength

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IMO anyway

dusty arch
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seems cool

wary root
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I think that sword elements are one of the most important ones to check off. giving players access to sword status damage without the use of mods would be great. not to mention they can be put in sword pedestals and easily swapped out for different types.