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authorOnyx <sor1n.iliutza16@gmail.com>2015-12-01 20:55:30 +0000
committerOnyx <sor1n.iliutza16@gmail.com>2015-12-01 20:55:30 +0000
commit01c8701b68986ccfa83e902515716838d6829311 (patch)
treeb21aa78f4df6ca9bac90e2726221114a41f2294a /src/main/resources/assets/jewelrycraft2/Changelog.txt
parent35da479288f75d6686c64a00e1dc77e7e7fd50e1 (diff)
- Fixed all of the bugs mentioned on github
- Added new config options - Rabbits paw now increases the chance of spawning hearts, rather than itself spawning some - Hearts now have a much lower chance to spawn by default - You can no longer increase your health past 20 hearts (aka double the default health) - The guide now also shows the total number of pages on each tab - A new luck stat has been added to the Curse API - Cleaned up the code a bit (removed unused methods, imports etc) - The displayer's info now has a purple solid color background; the text also has a much closer shadow and now shrinks in height as well as in width when too big - I have modified the potion list to use Mithion's code, credits have been given
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-TODO
-- Make a way so that the ingot affects the jewels somehow
-- Add a ring of Resistance
-- Think of a way to balance the rings
-- (MAYBE) Shadow Ring -> Shadow ingot ring, nether star, obsidian - makes you appear as hostile so mobs actually leave you alone
-- Elemental jewellery -> punch a creature with it in your hand to do different things, lightning, fling into the air, set on fire,
- encase in ice/fences/iron bars, turn into a sheep (like that spell from Warcraft 2, if anyone remembers that), blindness, extreme
- knockback, charm (turns on your enemies), tame - tames any tamable mob
-!- Add Necklaces, bracelets and earrings; Necklaces could have an AOE effect;
-- Shadow armor and tools
-- Add an item that can store rings (maybe a keychain?)
-- Monks Ring -> ups your unarmed damage / block breaking speed / ability to break harder blocks with bare hands, made with a block of iron and a jewel.
-- Ring of Strength -> self explanatory
-- (MAYBE) Add a Shadow Merchant (a villager that trades only shadow related stuff and appears randomly at night)
-- Add a blast protection jewelry
-- Add a jewelery of the Arrow Catcher - each tier of protection gives you a certain % chance of catching arrows instead of being hit by them.
-- (MAYBE) Render the rings on the character
-- In the case of passive benefits, might it be possible to make it so, with fire resistance for example, it refreshes the buff as long as you're not in fire,
- but as soon as you are it gains a limited duration (better jewels for longer durations) that, when it expires there goes the buff and you can burn to death.
- Then you'd need to avoid being on fire for a cooldown period of a few seconds before it could refresh back to the passive state (this part reduced by better jewels)?
- Invisibility could turn off for a period when you punch a mob, that kind of thing.
-- Glowstone Block (Modifier): Places a torch-like blob of light in exchange for 1/2 a heart, higher-tier jewels increase the light emitted.
-- Ghast Tear (Modifier): Allows for a limited-duration flight buff, say starting at 3 seconds all the way to 60 when combined with a nether star. When the timer expires
- you have to land again to reset the usage.
-- Any Color Dye (Modifier): Right-click a sheep to dye it the chosen color. Posted Image
-- Beacon (Modifier): Portable beacon, with the tier based on the jewel added. Shift + Right-click to open the beacon GUI, which would work just like the vanilla one.
-- Water Bucket (Modifier): Right-click the air to start a storm.
-- Lava Bucket (Modifier): Passively adds fire aspect to your weapons and tools.
-- Sand (Modifier): Shift + right-click to advance the day 1 hour. Only usable once per day by default, better jewels increase this.
-- Glass (Jewel): Right-click while holding the ring to zoom in!
-- Lapis Piece (Modifier): Passively adds a slowing effect to your weapons. Better jewels improve this.
-- Lapis Block (Jewel): A jewel that looks pretty but doesn't do much else.
-- Bone (Jewel): Right-click to trade 1/2 a hunger for a bonemeal effect. Otherwise a white jewel with no benefit.
-- Carrot (Modifier): Right-click to trade 1/2 a heart for 1/2 a hunger. Better jewels increase these values. 4 hearts for a steaks-worth of food? XD
-- Diamond Block (Jewel): When on a gold ring it turns it into "Ostentatious Wedding Ring". Otherwise the same (or a little better than) diamond.
-- Golden Apple (Jewel): Ring becomes named "Discord". Right-clicking gives an entirely random buff, a debuff, launches you high into the air, teleports you to a
- random location, sets you on fire, spawns a pig or makes lightning strike. Pretty much anything can happen, and the more biased to negative results the better. :P
-- Enchanted Golden Apple (Jewel): As above, but more biased towards positive effects. Hail Discordia!
-- Name Tag (Jewel): Right-clicking a mob gives it a random name (bonus points if it's from a user-editable list!)
-- Add randomly generated "named" loot to dungeon chests! Ring of Displacement (lets you tele randomly like an enderman), Necklace of Second Chances
- (heals you for 50 when you drop to 3 or fewer hearts with a cooldown of ~1 minute), Trinket of the Gale (arrow/fireball immunity!), Goggles of the Merfolk
- (water breathing!). Endless possibilities! :D
-- Also! Trinkets and Belts!
-
-Trinkets would probably require a new mold, and should bring out the more passive side of items (like, say, instead of opening an enderchest, it automatically
-sucks items into your ender chest, or instead of teleporting you it prevents endermen from teleporting away from you [which could be done pretty easily with a
-fake screen overlay that's treated like the pumpkin one]).
-
-Belts... I'd personally see belts as a ring crafted with a piece of Leather as the "jewel" and could provide conditional buffs proportionate to some factor, like
-say increasing strength buff the lower your HP is. The idea being that the belt should assist you in a useful way, but only when its needed. I'd probably limit it
-to HP and Hunger as determining factors. Things like resistance, regeneration and strength could be applied at low HP, while things like jump boost, haste and speed
-could be applied at high hunger meter values. I wouldn't tie anything to having high/max HP or no hunger since those would be things that players normally try to
-avoid or always have.
-
-And as for goggles... A new mold for the base goggle template, and have it only accept "jewel"-typed items (as "lenses"). If you can't think of where to put a neat
-effect it should probably end up on goggles. Off the top of my head I can think of a few neat uses: Ore Radar (2x diamonds), Clear Vision (2x glass), Mob Spawnable
-Area Highlighting (2x ender pearl), Compass and Clock overlays (doy), Coordinate HUD (map and glass), Speedometer (glass and enderpearl), Altimiter (glass and emerald),
-Thermometer (diamond and glass)... Required Pickaxe Level HUD (no idea). XD
-
-Oooh! And last but not least: Cursed items! I'd probably start with an upgraded jewelry table requiring a regular one, a brewing stand, a piece of glass and a stick.
-You could initially use this upgraded stand to add additional effects, or merge two items into one. Should operate kind of like a furnace, but only accepts blaze powder
-and rods as fuel (about 1 rod or 2 powder = 1 process, the idea being using the blaze stuff like welding materials). But the other use would be cursing jewelry! Why?
-Because nothing says "I hate you so much." like a non-dequipable piece of jewelry that gives you blindness and slowness! Slimeballs could add a cursed sticky effect
-that prevents you dropping it without dying. Fermented spider eye, like with brewing potions, could corrupt the effects on the item. Flint and steel could randomly set
-you on fire. Eye of Ender could randomly tell the world your coordinates. \ No newline at end of file