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Orb of Ankou 1.21.5 #1128
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base: update-1.21.5
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Orb of Ankou 1.21.5 #1128
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NOTE: breaks old agile items, need an upgrade path
NOTE: breaks old pricking soul essence
Does this include souls for the Armadillo, the Bogged, and the Breeze? Asking as they are not ticked off yet in #1010. |
Armadillo, Bogged, and Breeze souls were added in #1054 |
- inline functions that aren't called from multiple places - use random - shard and essence entities grab loot table item instead of copying exact item (to act as an upgrade path) - TODO: orb upgrade path using data from shard loot tables
This uses the player motion library, which is a potential issue since it's the first time adding a non-gm4 library as a dependency. AFAIK there is no way for our dependency checker functions (now automatically generated based on beet.yaml) to account for external libraries and disable the module if an unsupported version of player motion is installed. At the very most, the dashing pneuma would change behavior, which isn't that big of a deal. Should this be addressed before merging this change? |
I'm not too keen on relying on external data pack libraries |
I don't think relying on external libraries is a bad thing, as long as we properly pin the version or copy it into our sources. But I'm more wondering why this library is suddenly necessary and wasn't in the previous version. Could we not update OoA to 1.21.5 without this new mechanic? |
The library isn't necessary, but it provides a much better UX and UI. The previous system locked the player into the trajectory, not allowing them to move away from the initial dash (since it makes the player ride an armor stand which is given motion) and it also used weird armor stand motion which broke. Instead of fixing the broken armor stand motion I decided it was better to do it the "proper" way with player motion. I can try to fix dashing without player motion if we don't wanna deal with it for this update. |
Using the player_motion library seems fine, as long as:
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Fixes various pneumas (agile, anchoring, bashing, blasting, dashing, enduring, pricking, feigning, soaring).
Uses fall damage multiplier attribute for agile instead of a clock.
Uses player motion library (v1.4.2) to implement dashing mechanic.
Loot tables now exist for all soul shards.
Soul Shards and Orbs of Ankou are now non stackable (stack size of 1).
Upgrade paths are implemented by throwing the item into a soul forge and extinguishing it. The entity data for failed items is now based on loot tables instead of copying the exact item data from the soul forge.