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Variety of potion and potion-related tweaks #594
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Variety of potion and potion-related tweaks #594
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…y if present; Eternal Slumber costs 30 seconds of Immunity duration to cure
...qs/spectrum/mixin/compat/quilt_status_effect/absent/LivingEntityPreventStatusClearMixin.java
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...qs/spectrum/mixin/compat/quilt_status_effect/absent/LivingEntityPreventStatusClearMixin.java
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src/main/java/de/dafuqs/spectrum/status_effects/ImmunityStatusEffect.java
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…on, it will still be blocked
DaFuqs
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Lots of good changes, thank you!
if fatal slumber is applied, incoming immunity converts fatal->eternal and doesn't apply immunity
Why would it not be removed / prevented to be applied? That feels like a weird, inconsistent edge case that I would not expect as a player
public static TagKey BYPASSES_WHISPY_CIRCLET;
public static TagKey BYPASSES_NECTAR_GLOVES;
public static TagKey BYPASSES_IMMUNITY;
Definitely a lot better named than before.
Why would we not be able to merge them into a single tag, though (whispy & immunity feel they could share the tag, no idea about nectar gloves yet)
I'm not sure what you mean here, since this follows the exact same behavior as every other interaction between Immunity and Fatal Slumber. When Fatal Slumber is cured, it turns into Eternal Slumber. When Immunity is used to cure Fatal Slumber, the Immunity gets cancelled out too. Thus, if you currently have Fatal Slumber and then drink an Immunity potion, the Fatal Slumber will become Eternal Slumber, all other negative effects will be cured as usual, and the Immunity will not apply since it was cancelled out by curing the Fatal Slumber. If the Immunity did still apply, it would immediately cure the newly applied Eternal Slumber in the next tick, which would invalidate the whole "Fatal Slumber takes two steps to cure" thing.
Immunity has a separate tag because the Gloves and the Circlet are both unable to cure |
That is my main point? Why would that be a problem? Currently vanilla has no single case where an effect needs to be cleared twise, so this is not something I would expect as a player. Do we lose a lot making fatal slumber being able to be cured like every other effect? If a player has milk/clotted cream on them, they probably have more than one anyways. If not... not.
But why :concern: |
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Taking two steps to cure is my answer to the fact that Fatal Slumber being curable at all makes it largely useless in PvP. It's very hard to get your hands on Fatal Slumber in the first place, since you have to get 4 burgeons and then stick them in a titration barrel for 24 hours, rather than the much simpler Eternal Slumber recipe which just needs 1 burgeon in a potion workshop. If a single cure-step was able to get rid of Fatal Slumber entirely, there'd be no reason to use it over Eternal Slumber, since assuming the target is going to be able to cure it before it kills them (which, if you have any sort of effect cure in your hotbar, is not that hard), the actual effect of Fatal Slumber is not that different from Eternal Slumber despite the much greater cost. On the other hand, making it entirely incurable feels unfair, as that would essentially make applying it an instant win button. Making it take two steps to cure avoids both of these problems – there's a reason to use it over Eternal Slumber, namely that it'll force your opponent to take more time than normal purging the effect, but it's also no longer a guaranteed kill. It's definitely true that someone who has one clotted cream will probably have more, but the same argument applies to the Incurable effects made using Bitter Oils. The point isn't to make it impossible to get rid of, just to make it harder to cure than a normal effect, due to both its power and the amount of effort you have to put in to obtain it in the first place. As for the strangeness of an effect needing to be cured multiple times, there very much is a precedent for that: the aforementioned Incurable effects. In fact, unless the duration is particularly short, one of those will likely take quite a bit more than two steps to cure. This certainly isn't a vanilla feature, but I don't think that alone is a reason to avoid it – this is a mod, after all. |
immunity_immuneandunclearabletags withbypasses_immunityandbypasses_whispy_circlet, and disentangled their functionality so each one only applies to the relevant mechanicbypasses_nectar_gloves, which does exactly what it sounds likesoporifictag in their respective bypass tags rather than being hardcodedbypasses_immunity)