Here's my first update (the copper shuriken). It's a consumable item crafted with a copper ingot and four copper nuggets. Im gonna finish the other two normal shuriken types (iron and gold shurikens) before I go back and balance everything, though it's a fairly rapid fire throwing weapon. The damage needs to be decreased and the cooldown needs to be raised; not only that, I need to figure out how to make it not delay the next shot when facing a shuriken entity. Finally, it DEFINITELY needs to be recolored. Here's a video of it in use via google drive (link should be open to all). Any recommendations and/or constructive criticism is welcome :) https://drive.google.com/file/d/1H3NQRWPYqZNN_PS0X8-Gt5eKNOYZpvTH/view?usp=sharing
#Extra Throwables Stuff :)
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I re-colored the model using the original game color palate and it looks a LOT better now. Tomorrow I’m gonna move onto iron shurikens; I’m thinking of going with a different shape for each type
I think for iron I’m gonna do a two-sided dagger type look; think throwing knife with two ends. The gold is either gonna be 5 pointed or 6 pointed
New copper shuriken texture
And iron shuriken texture!
Im pretty happy with how they came out
All three shurikens are done!
Copper deals 4 damage, doesn’t pierce, and has a 1/2 chance to drop when hitting a block on a miss
Iron deals 5, no pierce, 2/3 chance to drop on a miss and hitting a block
Gold does 6, pierces, and has a 4/5 chance to drop on a miss hitting a block
Gold also flies a bit further
Than the other two
Oh I have been making some DIABOLICAL weapons
I’ve added the spiky ball, the boomerang, and the amethyst kunai
The spiky ball and boomerang are going to be re-themed (both around resin and the pale garden) but the implementation will be nearly identical. The spiky ball is pretty heavy and accordingly cannot be thrown super far. It doesn’t deal any damage for the first .5 seconds after throwing. After that, anything that walks into it takes 3 damage and is knocked back; it persists for 60 seconds. For player vs entity combat, they can be placed strategically to prevent melee mobs (such as creepers, zombies, wither skeletons, and endermen) from reaching you while killing them. In pvp, they can be used to make certain places temporarily inaccessible (if not for the damage, for the knock back) and can be used to SHRED shields.
The boomerang is infinitely piercing and does 4 damage per hit (iirc). The player can only throw one at a time; they return after flying 30 blocks or hitting a solid block in its path; they always fly back to the player that threw them, even in multiplayer (yet to be tested but the way I programmed them is multiplayer friendly). They’re fantastic for mid ranged combat, especially when dealing with multiple targets.
The amethyst kunai is just stupid. I’m pretty happy with the way it looks in game (both the texture and I made a system to make the item display always face in the direction of travel, resulting in it embedding itself in the ground and walls in really cool ways. After being embedded for a certain period of time, it disappears into a cloud of purple particles. When it hits an entity, the kunai deals damage and shoots out three more kunai from that entity in and around the direction it was traveling (on the xz plane, the y direction is locked to 0 degrees off the xz plane). Yes, this does chain. It is fast, deals lots of damage, and had the possibility to summon exponentially more identical projectiles (granted the duplicated ones despawn in the ground much faster than the thrown ones). I realize this could easily crash the game under the right circumstances, but I’m leaving it in because it’s both really cool and really funny.