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Licensed ARR
Published last year
Updated 2 hours ago
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Added
This was done to make iteration easier, reduce code clutter, implement the new
4.0
Release
One Eyed: Tokyo Ghoul v4.02 hours ago 12
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Required content
Unavailable version
Unavailable version
Changes
One Eyed v4.0 Changelog
Added Special Stun Effect
- It increases your Special Attack CD by 0.75*(effect amp+1) seconds.
- It happpens right on the moment it is applied. It is an Effect just to show that it has been applied.
Added Weak Defense Effect.
- It decreases the defense of the player by the amp+1 of the effect.
- Minecraft amp starts from 0, so 0 is equal to 1.
Complete rebalance of the main stats(Regen, Strength, etc..) from CCG(Lower, Upper, Special) classes. kagunes and aratas.
- Can be changed with
/OldStats <Kagune/CCG/Arata> <Logic>- This command wont last long because it would require thinking on both Stats System when adding new kagunes or arata stages. So it will soon be deprecated.
3 New Quinques
Special Class CCG Irene (Rinkaku)
- Normal: Has less raw damage, a 7s cooldown, applies weak defense for 5s, blood hyper viscosity for 10s and increases others cooldown by at maximum 4.5s. Total dmg = 9,1/7hits (Raw DMG, no scaling)
- Shift: Double the raw damage of Normal and cooldown defaulted to 8s. Total dmg = 15,75/7hits (Raw DMG, no scaling)
Special Class CCG Jean (Rinkaku)
- Normal: Lunges foward based on where the player is looking, has a 4s cooldown that increases 0.25s based on the number of arm twists. Its attack has a raw dmg of 3.25 that increases 0.75 by each twist (no amp or scaling applied) and then scales then all. The twists are reseted after using the attack.
- It applies Blood Hyper Viscosity II for 5 seconds, Bleeding II for 10 seconds and Weak Defense I for 5 seconds.
- Shift: Increases the number of arm twists and deals 0.15*twists to the player. Has a 0.25s cooldown.
- Has no limits of twists, how much damage u can take is what defines the limits.
Upper Class Nagomi (Rinkaku)
- Works by attack stage, 3 different attack stages to both shift and normal, at the third it goes back to 1.
- The attacks are pretty similar, most changes are the debuffs applied and third stage. Due to the 3 stage or split attacks, the cooldown of each is 2s
- Normal: Has focus on weak defense debuff.
- Shift: Has focus on special stun. ###Nagomi can be obtain by the RNG of the Upper class quinque case.
Jean and Irene cannot be crafted nor obtained from the special class quinque case RNG. They can only be found around the world, they are rare (I intend to work more on how rare they are because they can skip you all the way to special class.)
Added 2 new structures.
The structures have 2 variants, when for high places like mountains or plains.
- The structures arent intended to spawn together, but they will because right now they arent treated as a structure set.
- This structures are small and almost invisible if they are between trees. They will have one Special Class CCG Irene or Jean.
Added new NPCs
Special Class CCG NPC
- As it says, its a CCG with special class weapons and atributes.
Dummy
- A dummy where you can test your strength, it can be crafted with some hay and sticks.
- Shift right click to displace it.
NPCs changes/improvements
Ghoul and CCG NPCs can now use the attacks respective to their kagune/quinque.
- Ghoul and CCG NPCs have been nerfed in hp and hand damage to match the normal player atributes.
- So now they scale the same way the player does, so for example if the player as a special class would have strength 5, the special class ccg npc also has strength 5. This also applies to each kagune individually.
Kakuja Anomalies now have randomized stage 3 kagunes, not all of stage 3, but a few.
Added a clash system
- When using a special attack a delay of 8 ticks happens and if other player reacts to the particle indicating an attack they can execute a clash which negates both attacks.
- Ticks can be changed with a command
/clashtickdelay- Only works between players.
Added /anim Command (Works Server Side!)
<list>writes down a list of all the animations that can be done around 40+<play><override_anim><anim>plays the animation that been written, if set to true it will override the one being played.- Recommend to type exactly how the list shows.
Response to "Added Animations to the special attacks and m1s." from v3.0
- The animations after the release werent being played at all on server side so me saying that "some animations may not be visible to other players online." was a false statement which now is a real statement, most of the animations sync between server and client!
- Because of this i made
/anim(server side only!).
All of the attacks have been rewritten and redesigned or improved or tweaked post rewrite.
This was done to make iteration easier, reduce code clutter, implement the new /anim command and the new stats system.
/stats command replaced the /statsXP
The change was made because of the new balacing and stat scaling. Default is SparksV6.
<XP><Set><Number>sets the number as XP of player that used the command.<Player>change either yourself or other player XP
<Add><Number>adds the number as XP to the player that used the command.<Player>change either yourself or other player XP
<Sparks>NEW STATS SCALING SYSTEM<Set><version>sets the version of sparks the server uses, theres 1-10 presets of scaling.<Get>provides the version of the sparks and its divisors.<Info>provides info of how the divisors are played in relation to the kagune/quinque type.
<reset>Resets the stats of the player that used the command.<Player>select which player to reset the stats.- It resets stats back to 0, complete stats wipe.
Kagune/Quinque Scaling
T - STR | HP | SPD
K - M | VH | L
U - H | L | VH
R - VH | M | H
B - H | H | H
Added a new XP orb [XP Orb+]
- it can give from 100 to 200 of xp without scaling. The stronger the npc higher the chance to drop XP Orb+.
Added [Z] As a new keybind.
- It toggles between minecraft basic speed atribute and minecraft basic speed + speed stats. Makes it easier for those who want to build.
Changes
Ghoul Lure
- 20s->15s between spawnning ghouls.
- Now can also spawn anomalies. 3% chance of spawnning a kakuja anomaly.
- Now theres a 37% chance of spawnning a normal Ghoul. And 60% of spawnning 2 weak ghouls.
- It will always spawn a weak ghoul together with the other ones.
RC Supressors utility
- Now RC Supressors can be used for:
- Reducing the odds of getting ros on:
- Eating while full & with Ros Supress (Human Flesh=0% - Ghoul Flesh=1% - Kakuja Flesh=5%)
- Reduces the odds of dying from the Metamorphosis (becoming a One Eyed)
- With the effect the odds of dying every 5s drop from a 10% do 5%. Still not bullet proof but better than 10%.
- Reducing the odds of getting ros on:
Gamerule xpRequirementMult reduced 500->400.
Now all Ghoul/CCG npcs have 20hp and 1 dmg as mentioned before.
Gamerule StatsOn set to true by default from now on.
/player_stances can be used now but it will remain off.
- It makes u have holding animations depending on your weapon type. Fists do not have a holding animation.
Blood infuser now is easier to break.
Changed the sprite for the XP Orb.
Spawn rates were buffed.
This can be either a QOL and change
- XP orbs finally stopped saying on the chat how many XP u gained. It was a bad choice from my part.
- Refined Ghoul Flesh can now be used as a method for repairing any quinque on an anvil! Now Hybrids can worry less about losing their quinques.
QOL
Added a level indicator on the stats menu.
Added tooltips to when picking from the passives of the blood infuser.
Now u can see your cooldown.
Only for players, when using an attack appears beside u a particle indicating u are going to execute an attack.
Attacks no longer destroy items that are on the floor.
Put all the mod keybinds inside 1 category "One Eyed: Tokyo Ghoul Keybinds"
All quinques now say what their type are.
Fixes
Fixed the bug related losing your kagune and when becoming a One Eyed from the Unstable RC Mixture.
Fixed the issue with the ressistance being above 4.
For some weird reason ChiShe shift variant was killing anything, that was fixed.
When using Ghoul Lure, Ghouls no longer spawn inside blocks. If theres a block it will shorten the time between spawn checks to 2 seconds, if theres a air block then it gets back to 15s.
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