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Blasting Maces #1255
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Blasting Maces #1255
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TheThanathor
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I've left a few comments for small issues, adding some bigger points here:
- I'm not really a fan of the level 2 of this enchantment, breaking a 5x5 area "feels" off to me, it's kind of breaking with the one-block-at-a-time philosophy (yes I know the 3x3 does as well, but it's kind of okay somehow?) Personally I'd like to more if it's just the single level for the enchantment, but good to get more views on this.
- The biggest improvement that could be made is to make use of local coordinates (the
^things) so you don't need different functions for each orientation. - In my opinion it would make more sense for the breaking orientation to depend on the face of the block the player targeted instead of their facing direction (this might be hard to figure out though)
- Also up for debate, should the breaking count as if it was broken by an explosion? (so metallurgy drops), it would make sense lore wise. The Mace is late game enough that I feel it would probably not be too overpowered, but need more input on this.
I've tested the module in-game and everything worked as expected, though I didn't test the dark magic Guidebook
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This doesn't seem to be intentional
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This was changed automatically after running beet. Could be due to the following lines inside guidebook/blasting_maces.json
"icon": {
"id": "minecraft:mace"
},
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Oh did you run the build for release code or dev? Every time i run the build for release it updates the skin cache and i just discard the change
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I did "uv run beet dev". Guess I should removed it then
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Oh hmm, yeah this definitely isn't your fault, its just a weird oddity that's been happening that nobody's gotten around to 😅
gm4_blasting_maces/data/gm4_blasting_maces/enchantment/blasting.json
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gm4_blasting_maces/data/gm4_blasting_maces/function/init.mcfunction
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gm4_blasting_maces/data/gm4_blasting_maces/function/mace/add_tool_component.mcfunction
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gm4_blasting_maces/data/gm4_blasting_maces/function/mace/remove_tool_component.mcfunction
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gm4_blasting_maces/data/gm4_blasting_maces/function/player/blast.mcfunction
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gm4_blasting_maces/data/gm4_blasting_maces/function/player/modify_mace_durability.mcfunction
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Co-authored-by: Djones <73304324+TheThanathor@users.noreply.github.com>
Co-authored-by: Djones <73304324+TheThanathor@users.noreply.github.com>
gm4_blasting_maces/data/gm4_blasting_maces/guidebook/blasting_maces.json
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Co-authored-by: Djones <73304324+TheThanathor@users.noreply.github.com>
Co-authored-by: Djones <73304324+TheThanathor@users.noreply.github.com>
…troy_block.mcfunction Co-authored-by: Djones <73304324+TheThanathor@users.noreply.github.com>
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Changes
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| "gm4_potion_liquids:liquids/poison", | ||
| "gm4_potion_liquids:liquids/regeneration", | ||
| "gm4_potion_liquids:liquids/strength", | ||
| "gm4_potion_liquids:liquids/swiftness" |
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This was also automatically changed after running beet.
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I haven't tried this in-game yet, so take these comments with a grain of salt:
A feature freeze will take effect across gm4 this week, as we want to focus on dealing with some technical debt before 26.1. Hence, this will likely be merged post 26.1. |
Blasting Maces module submission.
Adds a new Blasting enchantment that allows the player to dig areas of 3x3 (with Blasting I) and 5x5 (with Blasting II). The breaking area is directional, depending on where the player is looking. Durability loss scales with the number of blocks broken.
The module also takes the grindstone into account, adding or removing the tool component when the item is enchanted or when the enchantment is removed via a grindstone.