Smol Combat Update >:3
Active Skill [Pounce]
Fixed Bugs:
1. The combo will now activate more than one time.
2. You will now prioritise using first pounce (Less food-point consuming) correctly.
Changed Content:
1. Reset conditions expanded, normally you could only reset the skill when landing on solid blocks, but now you can reset when inside any fluid (lava + water) and blocks.
2. When you are in the Hunt phase from Active Skill [Hunt], your pounce strike will guarantee to trigger the every 3rd hit's effect (damage+feeding+prolonging hunt).
QOL Changes:
The second pounce will trigger a new hud bar to tell you that you cannot use any more pounce right now.
Active Skill [Hunt]
QOL Changes:
The original hud bar is given to Active Skill [Pounce], so now it is changed to a different hud bar.
Passive Skill [Fluffy]
Fixed bug:\ You are no longer considered in snow when you're under a trapdoor that is in rain and exposed to sky.
(I spent so long trying to work this out...Definitely would use in_snow tag when I update this origin to 1.20.2)
I was thinking I should reserve the hunt skill for stronger origins, like wolf, or best for a tiger
foxes shouldn't be so murderous and powerful
But my procrastination is stopping me from making new origins, so fox can have it for now :3
This is a small scale update themed to fix a bug.
Universal QOL Changes:
- The datapack can actually function in Forge Origin 1.20.1. But some subpowers would still not...
- Colored all the powers' name. Orange = Active skill, Green = All Positive, Yellow = Mixed, Red = All Negative.
Active Skill[Pounce]:
Added Content:
If you kill something with the damage modifier on(like those hits where you can hear a fox.bite sound), the second jump's CD is resetted. So you can do some sick comboing when there's a lot of monsters around. I find it very satisfying when doing chain pouncing and murder everything >:3
Active Skill[Hunt]:
Added Content:
- Everytime you trigger the extra damage during hunt, the hunt duration is prolonged for 1.5s.
- But, there is now a damage threshold of >1 damage, so you can't autoclick with empty hand and exploit it. (Probably doesn't matter, cuz you can still spam with a sword...)
Passive Skill[Timidity]:
Fixed Bug:
You will not infinitely shake if there is nothing to fear now.
Finally found a way to ignore berry bushes, surprised that I couldn't find the simple solution for so long...
Active Skill [Hunt]:
Content Changes:
-
The extra damage delt during Hunt phase is now working as intended. i.e. the damage every 3 hit will be applied ignoring invincible frame & bypassing armor, regardless of anything else.
-
The extra damage delt during Hunt phase cannot be triggered by projectiles now.
-
Firing projectile will not stop you from being invisible now.
QOL Changes:
All the 3 death messages of the extra damage can be triggered properly now. With one triggered when you are holding an item, the other two triggered when you are not, with equal chance of being triggered.
Passive Skill [Foxiality]:
Content Change:
Ignore Sweet Berry Bushes FOR REAL.
Passive Skill [Fluffy]:
QOL Changes:
You can no longer trigger shaking when you are swimming. God knows why swimming can count as above water surface...
Hope this is my last attempt to fix this pile of fur.
Passive Skill [Timidity]:
Fixed Bug:
The fear effect should now be properly ignored during hunt when there are multiple triggering factors.