#Vaulted Echoes

1 messages · Page 2 of 1

proper vapor
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I already fixed some of the rig issues it had, for example the head always moving after the body

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since that was an issue

proper vapor
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Updated the rig so it now has a bit more head movement during animations instead of just staring at the player

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its very subtle but its there

wind stag
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Subtle it may be but without it it would feel very stiff so nice job

crystal plover
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Wow progress is looking amazing!
If this man keeps all this up my mods are gonna become completely redundant, the fact that blocks aren't data driven is the only thing protecting me! XD

proper vapor
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The only reasons Im not doing mods is because a. its challenging and b. I dont feel like having people download extra stuff to join my server

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(by challenging I mean datapacks are more challenging to work with, especially if you want complex stuff)

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oh and the moment blocks become data-driven Im going to have a very fun time

crystal plover
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Yeah, I get it, I tried to go down a similar path as you but I... evidently was not as creative with my use of datapack tools as you lol. So I finally got cornered in to doing modding

proper vapor
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fair enough
Eventually I do want to get into modding, mainly for performance. Some of the datapack stuff can cause lag pretty quick if it's not super optimized, and even then theres a limit

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Which is why I make a lot of my custom mobs into minibosses for example. Having too many of them just ends up causing tons of lag, so I just end up buffing them and limiting their spawns

crystal plover
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I'd recommend Kaupenjoe's youtube channel as a source for tutorials, that's where I learned to do it

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I haven't quite figured out entities yet... I tried doing my own WildFire, but blockbench's stuff seems to be outdated for modded entity models so I'm a lil lost there (also I'm bad at animating lol)

proper vapor
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Though it shouldn't be all too hard to figure out

wind stag
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Imagining world gen with data driven blocks is insane cause like… it really could be anything then lmao

proper vapor
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Fr. That's really what I want to use them for

wind stag
proper vapor
proper vapor
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Forgot to mention some neat stuff I did with enchantments

For mob specific damage stuff (like bane of arthropods) entities can be tagged with the overrides_mob_damage_enchantments tag, causing those enchants to ignore the mob even if it has the correct entity type. Entities with this tag can have their enchantment effect stuff set through some other tags instead.

This way the enchants work correctly on custom mobs (for example, the wildfire uses a wither skeleton as a hitbox, but won't be affected by smite due to this system)

proper vapor
proper vapor
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made a change to fireball projectiles so their direct damage is no longer able to be resisted with fire resistance. Now only the fire DoT is resisted. Felt this was a needed change, as fire res is very easy to get (via bastion looting then bartering the gold) and makes blazes and wildfires (along with pretty much every fire based mob) become way too easy.

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I've also made an enchantment that provides immunity to fireballs, exclusively for fire based mobs so they don't hurt each other with their fireballs (as this change causes blazes to aggro on each other like skeletons often do)

proper vapor
proper vapor
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shield breaking mechanics. This works with all sources of damage now, as opposed to just attacks like before. The damage the shields take is equivalent to the damage the wildfire itself would have taken. Dealing more damage than the wildfire's max health (200 + armor) will just kill it

dull matrix
# proper vapor

Oooh the animations look soo good combined with the attacks

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damn this is some insane polish

proper vapor
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ty

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Took a bit of messing around to get to that point, it has to keep changing the head interpolation during animations so that it doesn't detach itself from the body visually. The last few iterations had a huge issue with that

dull matrix
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yea I can see, looks really good

proper vapor
proper vapor
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Got blaze summoning working the way I wanted it to
Wildfires will now summon 1-3 blazes nearby if no blazes are present within 24 blocks that are targeting the Wildfire's target, and they will attempt to spawn blazes every 30 seconds or so at random positions that have line of sight to their target. Needs a bit of tweaking but happy with the mechanic so far

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Also cool screenshot I think

lime geyser
proper vapor
lime geyser
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the custom attack logic is crazy good imo

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It looks really good, I wanna try something, and seeing this inspires me alot, its insane

proper vapor
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There's also the shield mechanics which half work rn

lime geyser
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The shield mechanic also looked cool, the mob looked naked without its shields lol

proper vapor
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Yeah it's super vulnerable when they break

lime geyser
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how are you handeling the custom attacks?

proper vapor
lime geyser
proper vapor
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Yeah

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They'll break but absorb the attack

lime geyser
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thats cool

proper vapor
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Unless you do like 1000 damage since that'll oneshot it

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Which realistically won't be happening in the environment it's meant to be in

lime geyser
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how did you get it to be animated?

proper vapor
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Elytra spear does like 50 damage

lime geyser
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no? it scales on speed

proper vapor
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Yeah if you're using fireworks it does like 50 damage

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On average

lime geyser
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You could break the nether roof and fly down for alot more speed

lime geyser
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verry time efficent

proper vapor
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😭

lime geyser
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well time to add a weopon to my datapack to spesifically target this mob

lime geyser
proper vapor
# lime geyser how did you get it to be animated?

Anyways to answer a few questions

Each attack has its own cooldown and sets a universal attack cooldown. When the universal cooldown reaches 0, it will check a bunch of conditions to determine its next attack. It will only try to attack if it has a targeted entity, or nearby entities are targeting it while it's aggro on something

As for the animations I used a blockbench plugin called animated java that allows you to animate stuff then export the models and animations to a resource pack and data pack

lime geyser
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ok cool, both of those sound really cool

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An idea for a mob could be a soul sand spider, like a giant spider for the soul sand valleys, with its goal of being stealing your soul to add to the sand

proper vapor
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Maybe

lime geyser
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Could be cool, could also be eh

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So far the datapack looks insane, keep up the amazing work

proper vapor
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I'll think of something eventually. I haven't started the biome overhauls in the nether yet, only terrain, so I'll probably add new stuff then

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Also ty

lime geyser
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Im yet to even touch biomes or terrain, but this seems like a super cool overhall

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even if it means im not skilled enough to play through it

proper vapor
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This pack does a lot more than just nether stuff,idk how much you've read

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I've got a custom library that adds a ton of what are effectively data driven mechanics and features

lime geyser
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Not enough

lime geyser
proper vapor
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So for example, I made bows data driven, as well as a dual wielding system that works in a similar manner

lime geyser
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I feel that this datapack is a great example of whats possible with datapacks, all of this is insane

proper vapor
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So you can have bows with custom draw times, with proper arrow motion based on how much you charged it and have correct animations based on draw time

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And you can modify the draw times, so quick charge on bows is a thing you can do for example

lime geyser
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is the damage text an external thing? or part of the datapack?

proper vapor
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And I could technically add it to all mobs but I choose not to

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I posted a demo here

lime geyser
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holy...

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the animations are really good

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can you do animated textures?

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like scratch marks on the dummy that fade away?

proper vapor
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Since it's just item models you can also use regular animated textures with an mcmeta file and stuff

proper vapor
proper vapor
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Fixed a bug causing the height limit warning to appear when spamming a bow while looking at a block within interaction range

proper vapor
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fixed a bug that was causing entities to take 1000x damage from all sources when my library was loaded into a fresh world

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I was using the wrong fake player name in a single command 😭

reef pivot
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lol

proper vapor
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I also added proper hit matching that records the damage dealt in those hits and if they were direct or indirect hits as well

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  • function tags for when a player deals damage, for both direct, indirect and all hits
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The system also adds the ability to add on hit functions to the custom data of melee weapons as well like all the other weapon configs in my library

reef pivot
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Yo @proper vapor about using saddle slot for enchantments. How would you recommend to use this while keeping it compatible with other packs that do this? I just remember you mentioning something about some library information or something that people reference

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I thought about just applying my enchantment to the saddle slot even if there is something there and then removing them when needed

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But I don’t feel that’s the best

proper vapor
reef pivot
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Thanks I’ll take a deeper look

proper vapor
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Perhaps

thin canyon
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i been looking for a dummy mod and all of them are not updated or say "this is my first ever datapack!"

proper vapor
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I'll probably release a simplified version since it uses my library to detect damage (since I have the damage amplifier system and need to have everything display as a single number)

proper vapor
proper vapor
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Trying to figure out what to do with fireball projectiles, since I can now run enchantment effects on them when they hit entities

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I gave most of them a slight damage increase, mainly the Wildfire's so its projectiles are actually dangerous

thin canyon
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alr after enough thinking you've inspired me to make my own custom weapon library

proper vapor
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Peak

thin canyon
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im gonna go a bit more themed route into one new weapon type

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for now at least

proper vapor
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Makes sense

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The way mine is structured allows you to mix functionality together

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For example the dual wield weapons can also contain custom data for the basic melee stuff, and both will work together

thin canyon
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for your dual wielding do you use an interaction entity for left clicks or an enchantment peircing weapon? or diffirent method?

proper vapor
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It's actually auto attack

thin canyon
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oh you hold a key?

proper vapor
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So you hit with the mainhand, it'll store a bunch of info about the weapon used and the target you hit, wait a bit, then auto attack the target from the offhand if you're still holding the offhand weapon

thin canyon
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i see

proper vapor
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I did this for balance reasons, I wanted the weapons to only work well in pairs

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Otherwise it would've been too strong

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(right click for offhand melee is probably much easier btw)

thin canyon
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im making cutlasses

proper vapor
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Nicee

thin canyon
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i want em to work good deul wield and not

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diffirent reasons

proper vapor
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Speaking of the weapon library, I'm adding in "heavy attacks" where you hold rclick then it'll swing when released to perform some sort of special heavy attack

thin canyon
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thats cool

proper vapor
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Like a shockwave or some sort of projectile

thin canyon
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that reminds me of hytale

proper vapor
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I've been wanting to make some sort of wolf themed weapon and one of the ideas I had was to add a heavy attack on the weapon where you'd charge it then release to fire a projectile kinda like the evoker fang that would launch forward and bite everything in front of you, dealing bleed damage

thin canyon
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I cant belive I never used macros before

thin canyon
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and withers

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all the skeletal fellows

proper vapor
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Hmm maybe

proper vapor
proper vapor
proper vapor
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I can't figure out what this weapon's texture or model should be, I've made like 5 concepts already 😭

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For the actual weapon mechanics, the right click attack only deals 10 damage and takes a bit to charge, but attacking enemies with the normal attack will increase its damage and bleed chance on the next attack up to 30 damage

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The jaws are also their own custom projectile that can be summoned by other mobs, and has proper damage crediting and stuff too even if it was spawned from a mob. I can use these as a boss attack if I want

proper vapor
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So like a blunt force weapon

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could be interesting

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I was thinking some sort of double bladed bone sword that opens like jaws as it charges

reef pivot
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Cools pretty epic

lime geyser
proper vapor
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if you properly credit the attacker and the actual damage source with /damage you can make stuff shield blockable

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or even disable shields with the right setup

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  • a bunch of other stuff
dull matrix
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also make sure your damage type isn't tagged in the tag bypasses_shield

proper vapor
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That too

lime geyser
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Does Vauled Echos have a boss?

proper vapor
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It will have eventually

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I haven't started working on the actual bosses yet because I want to finish all the gameplay mechanics first

dull matrix
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-# *keeps adding more mechanics*

proper vapor
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Real
Though most of the stuff I have been adding for the last month or 2 is just making already existing mechanics (sort of) data driven instead of hardcoding everything for each weapon

lime geyser
reef pivot
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with dual wield

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it doesnt seam like /damage applies fire aspect for example

proper vapor
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I recreated all the vanilla enchantment effects as functions that apply on hit

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It'll do execute if items to check for the existence of the enchantments, then read their actual level from storage and apply the effect if the enchantment exists

dull matrix
undone jackal
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Is this a mod or something also what version is it then?

proper vapor
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It's currently for 26.1, for my personal smp server, but I might release the library I made for it when its done since it has a ton of crazy features in it

undone jackal
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yeah looks amazing can’t believe this is a data pack

lime geyser
proper vapor
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Nothing really to steal

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Since all the content is in separate packs

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The library just has some of the basic mechanics in it that the rest of the content uses, e.g. damage amplification, data driven bows, hit matching, extra function tags, etc.

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Otherwise it does nothing on its own

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Speaking of function tags, theres quite a bit

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oh yeah also I will be updating when 26.3 releases because the new slot source stuff is absolutely amazing, I wont need to use tons of /item commands to update inventory items anymore unless I absolutely need /data

lime geyser
proper vapor
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Thats on top of normal mob spawns

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And this is on vanilla server software as well

proper vapor
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Made some changes to damage amplification, so can now make weapons with built in conditional damage. Extra flat damage can now be added as well, both before and after the main calculation. For example, a weapon with built in smite that has no actual enchantments on it

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I've also updated my melee library so that it can run effects before and after damage calculation instead of just after

quasi breach
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So cool :]

proper vapor
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I have access to my pc again after a few days of dealing with a spider infestation
I am now inspired and will be creating some cool spider themed items

thin canyon
proper vapor
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some spider eggs hatched somewhere are there were tons all over

reef pivot
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Updated it to 1.20 later

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Def fun to make spiders cause it plays on our natural instincts to be disturbed by them

proper vapor
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oh peak

reef pivot
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Crazy how time flies tho

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I remember making its model and animations while sitting in class in grade 10

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Or grade 9 actually

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And now I been out of high school for a year

proper vapor
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Updating to 26.3, want to play around with the new slot sources and whatnot

proper vapor
# proper vapor Updating to 26.3, want to play around with the new slot sources and whatnot

Rewrote the entire custom bow system for about 3x better performance. The custom arrow, crossbow and bow systems now share the same setup functions and internal enchantments as well, so there's a set function order.

The on hit function order is as follows:

  1. store arrow data
  2. run bow specific functions
  3. run crossbow specific functions
  4. run arrow specific functions
    This effect order also takes effect for the other events, like hitting a block or being fired.

For each group of functions (arrow, bow, crossbow) they run in the following order:

  1. on projectile entity function
  2. on victim function
  3. on attacker function
proper vapor
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Added configurable shot prediction for mobs, as well as a shot strength factor which determines what percentage of max shot strength should be used for mob shots

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And in general I made all the functions work when mobs are the attacker

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I've also changed the function fields in the custom data to instead use a command

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so instead of example:on_hit being used as an on hit function it would instead be function example:on_hit

proper vapor
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Resetting bow animation frames now no longer check the entire inventory and use slot sources instead to reset them. Also made changes to how the bow model needs to be configured

proper vapor
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Added some neat functions that allow for the retrieval of an entity's speed

proper vapor
proper vapor
proper vapor
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Updated the ve_utils:shoot_facing function to include [this method](#157097006500806656 message) to correct arrow visual rotation when their motion is overridden

proper vapor
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This means on kill effects for all my weapons that don't use /damage to deal damage

reef pivot
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how did u do that

proper vapor
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This works by assigning each entity a score ID, which is then used to create an object in this big entity storage object that contains their hex UUIDs. When an entity gets hit by a player it then retrieves that entity's score and then macros the hex UUID from the entity storage into a command.

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Hex UUIDs let you execute stuff on dead entities so this just works

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I also made this work only for direct damage, as ranged attacks have enchantments applied to them by default with my weapons library, and enchantment functions can also execute as dead entities

thin canyon
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i see

proper vapor
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There are now a grand total of 12 hit match tags

the entity... tags run as entities when they are hit/killed by a player, and the player... tags run as the players when they hit/kill an entity. My hit matching can differentiate between direct/indirect/all hits hence why there are tags for each.

proper vapor
proper vapor
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Stun fields in custom data
Melee weapons will have a chance to stun their targets. If the weapon deals extra damage above their stun damage threshold, the stun chance is increased per point of damage by the above threshold value

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Heavier weapons will usually have a higher stun chance. There will also be enchantments that will be able to increase stun chance

proper vapor
proper vapor
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Trying to add custom arrow projectile models via item displays, hopefully it works out fine

proper vapor
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It works and all I needed was to copy the arrow's rotation to the display and run a single execute command, no data commands involved

proper vapor
quasi breach
proper vapor
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They're slow moving arrows that constantly knock back everything in front of them and deal continuous damage

quasi breach
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... Can you fly using them and enough gapples

proper vapor
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probably? idk depends on how I add them

quasi breach
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Hooray

proper vapor
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Oh right this also means I can scale the arrow models

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since transformation exists for displays

proper vapor
proper vapor
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Got the emissive item textures to work on 26.3 snapshot-2

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And I also got invisible trident shader working as well

wind stag
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Singular frame of the trident not facing forward lost aura

proper vapor
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Ill fix it laterrr

proper vapor
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(Ik I can use data here but I'm avoiding it since this needs to work with lots of entities at a time)

proper vapor
proper vapor
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tipped arrows

quasi breach
quasi breach
# proper vapor

Three HEROES appear at WORLDS' edge.
A HUMAN 🔵,
A MO- ahem.
A PRINCE FROM THE DARK 🟢.
And a MONSTER 🟣,
-# I am SO sorry, I had to--

proper vapor
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trying to make a model for the default trident. I like this so far

proper vapor
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alr got something I like

proper vapor
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Its glowy now

tribal cedar
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I can't even comment on this anymore
-# I literally don't know what to say

reef pivot
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very easily

lime geyser
proper vapor
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I just need to change the transformation data of the item display

proper vapor
lime geyser
proper vapor
lime geyser
proper vapor
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Though it is still best to not use them if they're not needed since they aren't great for performance

proper vapor
# lime geyser Whats something youve used them for?

I use them for a ton of stuff in my library, for example the projectile motion function is shared across every instance where I need to apply motion to an entity (except in instances where the player is also given motion)

lime geyser
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Thats sick

proper vapor
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Basically all my weapons use them too since I need to be able to run the commands from custom weapon config

lime geyser
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Oh wait i can use it for crafting

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Im starting to realise what this project uses them for now, just running over alot of features rn

proper vapor
lime geyser
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This is stuff im afraid to touch.. holyy

proper vapor
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You can see an example of this [here](#1435909929754955796 message)

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Then of course my hit matching uses macros to get, store and retrieve entity hex UUIDs so they can have functions run on them when hit

lime geyser
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What was the most complex feature youve added using macros?

proper vapor
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Hit match, probably

lime geyser
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How big is this project?

proper vapor
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It's huge

lime geyser
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Do you have a demo out?

proper vapor
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The reason I haven't shown a lot of it is because basically all of the stuff here is just making all my features essentially data driven so I can make new content really fast

proper vapor
lime geyser
proper vapor
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Custom enchantment + a bit of math

lime geyser
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Its impressive

proper vapor
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You can detect when an arrow hits a block with an enchantment, so my pack uses [this technique](#🎓┃resources message) to allow me to run functions on block hits without checking nbt every tick on all arrows

lime geyser
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Ohhh im so gonna try to use thay

proper vapor
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Otherwise you'd need to check if an arrow had InGround nbt (I think that's what it is, anyways)

lime geyser
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Wow.. how many datapacks have you made?

proper vapor
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This is my first project

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I started it in April last year

lime geyser
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Bro

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Scope creep much?

proper vapor
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Oh yeah 100%

lime geyser
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I fear ill suffer in the same way you are
"Oh thats a cool idea" 3 years later

proper vapor
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That's why I'm making most of the features in this project use custom components instead of hardcoding everything

lime geyser
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What version is this datapack for?

proper vapor
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Im working on updating it to 26.3 now

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Custom slot sources are actually game changing

lime geyser
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What will custom slots let you do?

proper vapor
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They let you create custom slot ranges that can be used in loot tables and the item command, but you can add item filters to them. So now instead of needing 30 item commands to modify all instances of an item in a players inventory, you only need 1 for example

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[this](#🎓┃resources message) is one of the custom slot sources I use in my pack to retrieve the items being used as ammo for bows and crossbows, so that my wip auto crossbows can properly use up ammo like normal boss and crossbows

lime geyser
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OHHH

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Thats sick

proper vapor
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Tldr, targeting and modifying all of a specific item in a players inventory can now be done in a single command

lime geyser
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I got an idea that you should add, idfk how youd add it but here

Make it so every bow/projecticle weopon that uses ammo gets its ammp source from the closest slot instead of the slot in the lowest slot number
That way you could hold 3 bows and 3 tipped arrows and each bow would shoot a diffrent arrow

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Idk how youd do it, but its an idea i think would fit this pack

proper vapor
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That would be a bit complicated to do since I'd need to account for each inventory slot separately but it's possible in theory

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Dunno if I want to do that though, it might be confusing to players who are already used to arrow priority

lime geyser
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Idk what the arriw prioruty is

proper vapor
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Its just the order in which arrows are used up

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So offhand -> hotbar (left to right) -> inventory (left to right then top to bottom)

proper vapor
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This will eventually be for an anchor weapon that allows the player to grapple stuff

proper vapor
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meaning I can totally make the chains enchantment from mcd

proper vapor
proper frost
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btw can you ping me if you make a summary video of this project? This is the only showcase post I have muted because you are just wayyy too active but this project looks soo cool!

proper vapor
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Yeah I will

proper vapor
proper frost
proper vapor
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big arrow

lime geyser
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big arrow

quasi breach
proper vapor
proper vapor
tribal cedar
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Vaulted echoes lib?

proper vapor
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yeah

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I have a separate library that I use for my packs

tribal cedar
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That's cool

proper vapor
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It has all the custom weapon components (like configurable bows and dual wielding), tons of function tags that can run on certain events (like hit matching with players, tapping and releasing movement keybinds) and a ton of utility stuff (math functions, entity tags, etc.)

proper vapor
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Added a more advanced function for executing on any entity involved in a hit, even if that entity is dying. It takes a command and 1 of either damaging_entity,attacker, or victim
Before, this was done by default and function tags would run on those entities. Now, the function tags are per hit and the functions should handle the order in which commands are run

proper vapor
proper vapor
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slightly updated trident texture

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prismarine bits also no longer get shaded, they still glow a bit

proper vapor
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Updating my diamond textures. Thought it would be neat to make the lighter pixels on the textures have no shading so it looks more crystal-like and shiny in game

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I've also changed the palette to keep it more in line with the vanilla diamond palette

proper vapor
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Also updated all predicates in the pack

wind stag
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Holy lot of colors

proper vapor
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its the vanilla diamond palette 😭

tribal cedar
cyan drum
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Sick model dude, I remember seeing this a while ago, glad to see you're still making progress

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Dang bro you gotta be my teacher, reading through this stuff is crazy

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Do you use VSC or anything else?

proper vapor
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occasionally misode generators when I'm feeling lazy, atp I write most of the files myself

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I haven't been posting too much recently since I've been busy with other things irl and most of my current progress is a bit boring as I'm just updating to snapshots

cyan drum
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Fair enough, thanks a lot man, I needed quite a few of these websites 🔥

undone jackal
# proper vapor

Is this done using a leash and custom core shaders with a resource pack? If not how is it done because I was making a grappling hook and wanted this same kind of chain effect? Do you think it would be possible to share the resource pack or share how you did it?

proper vapor
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It looks like the vanilla chain but Im using item displays so I can have custom chain textures