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[Feature]: new condition "match" option for scaling based on the fullness of one or several diet bars. #181

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Ikxale opened this issue Feb 23, 2024 · 0 comments
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status: confirmed This issue or pull request has been accepted type: enhancement New feature or request

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@Ikxale
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Ikxale commented Feb 23, 2024

What is the new feature or improvement?

Currently, if you want an effect to change with the overall fullness of your various diet bars, you must have several large repeated blocks added to your suite file. assuming every 10% protein for example, you get 2 hp, that is 10 different blocks. with just the 5 food groups you end up with 50 different repetitions with very slight variation. it gets tedious to write and far moreso to edit.

I Suggest a new condition case where the effect is multiplied by the fullness of the space between the upper and lower bounds on the bar.
if that doesnt make sense here's an example below of what i'm talking about

{
"attributes": [{
          "name": "minecraft:generic.attack_speed",
          "operation": "multiply_total",
          "amount": 0.005
        }],
"conditions": [{
          "groups": ["fruits", "vegetables"],
          "match": "Scaling",
          "above": 0.5,
          "below": 0.9     
}]}

So in this example, the match case will be read, and it will then check the fruit bar. if the bar is 50% or less, they will have no change. Once above 50% the player will experience a gradual increase in their attack speed. this effect would then scale between the 40 points selected increasing by 0.005 per point up to a total of 0.2 (20%). At 90% nutrition or higher you would just receive the full benefit, allowing for a buffer to be formed, or for a different effect to replace it. likewise, below 50% could have space for a scaling debuff (likely as different case such as "negScaling") which gets worse over time, or potentially just a weaker (or stronger) version of the attack speed buff.

after the fruit bar it would then ideally also repeat this for every group selected, so if both diet groups were at 0.9 or higher, it would apply the full bonus twice, and if both diet groups are at 70% it would apply half the bonus twice

This change could allow for a much easier time creating a deeper system, such as with the mod "cold sweat" where you can have per degree modifiers applied to your core temperature. alternatively it could be very useful when using a combination of mods such as "apotheosis," "iron's spells and spellbooks" and "scaling health" where a character can realistically expect to gain a large amount of health, damage, or other various stats, and several percentage based attributes exist.

thanks for reading this hopefully it's cohesive enough. my comma key died while editing this so i'm very sorry if the punctuation sucks in spots

@Ikxale Ikxale added status: triage This issue or pull request is awaiting review type: enhancement New feature or request labels Feb 23, 2024
@TheIllusiveC4 TheIllusiveC4 added status: confirmed This issue or pull request has been accepted and removed status: triage This issue or pull request is awaiting review labels Feb 23, 2024
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