One day as I thought, since people have different demands in origin OP-ness, and I really suck at balancing, why not just make it adjustable? and bam!
This is what I'd like to call: The balancing update
Also I went through the codez of all the powers and twisted something. This version is somehow doing surprisingly well with Forge than the last few versions, despite still having subpowers mulfunctioning here and there.
Prob because I concised the codes and logics or something idk, but if you are using forge you can try it out.
General Changes:
- Fixed many logical errors. Some random subpowers that you might never heard of should function as described now. Including the nerf of disliked foods, more damage against certain origins etc.
- Reduced Code complexity of some powers, especially for Active Skill [Pounce]. Would not affect gameplay.
Active Skill [Pounce]
QOL Changes:
- The combo effects will only be triggered when successfully refreshed the CD of second pounce, make it less annoying.
- The CD hud bar would not make a funny lil flicker when it's about to end. (Ignorable small detail)
Hidden Passive Skill [ThTrackers]
!!!Changed Contents!!!
Customizable OP level: Balance this fox in your own way!
A new function: /function thorigins:change_op_lvl
Whenever used, add the op level by 1, loop back to 1 when exceed 5.
There are 5 Levels of OP-ness presetted. From level 1 dealing the lowest damage to level 5 dealing the most.
For comparision, all the versions before has OP level equivalent to 4, which is also the default value for this version if you don't want to customize it.
Only the damage bonuses are dependent of OP level, all other aspects are not affected.
You can also directly change them by /resource set @s thorigins:thtrackers_op_lvl [value]
The [value] can be ranged from 0 - 100000. The presetted values are 100,200,300,400,500. If you set to 0, all the damage bonuses are just GONE. Just like a normal human origin doing normal human attackz
So: Set the value to less than 100 if you want to nerf more. Set it above 500 for more damage, or straight to 100000 if you want to literally fist a boss creature to death. Adjust in between if you are a perfectionist ;)
[Insert Quality End Note Here, but Idh any]
Found a bug also want to make a small adjustment. This is a very light weight update.
Sorry for bothering you with the update frequency...
Active Skill [Pounce]
Content Change: (+)
Since the magnetoreception also increase foxes' accuracy when they are directing towards the opposite of Northeast, which is Southwest. Although the accuracy buff is slightly lesser, it is still a lot higher than all other directions. SO...
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The magnetoreception-enhanced pounce will also affect southwest direction. with a buff slightly lesser than the northeast one.
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Slightly increased the enhanced pounces' damage buff to make it more worth trying to achieve.
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Both enhanced pounce will also give you an additional reach buff ( * 1.2), which will also be resetted upon consecutive pounce in different directions.
QOL Changes:
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Since there are 2 directions now, the northeast one (the stronger one) will show a bluer screen overlay and 2 magnet icons, while the southeast one(the weaker one) will show a less blue screen overlay and 1 magnet icon.
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The screen overlays of the 2 conditions above will only be activated after you pounced, so you won't get a flickering screen by just rotating screens. You can still know the direction by the magnet iconz.
Passive Skill [Fluffy]
Fixed Bug:
The snow shake will correctly remove all your snowness now. You now look less like an infinite snow generator.
Again, sorry for frequent updates, I promise I won't touch Minecraft for some time to add/fix more things for new updates.
Hope you enjoy this V3.1
Merry Christmas! This is a structural update, changed a lot of things, almost tweaked every single power file. So it deservs to be the V3.0. :3
General QOL Changes:
- Greatly reduced the amount of "action_over_time" subpowers, from 55 to 16. Imaging removing a lot of always active, repeating commandblocks from your world, might help with performance idk. at the cost of making all the affected subpowers unreadable. There would be so much pain if something needs to be changed about them...
- Changed all the "modify_resource" to "change_resource". This makes the origin somewhat backwards compatible, which would reduce my workload if I ever want to implement it to lower version of Minecraft.
Active Skill [Pounce]
Fixed Bug:
When using the first pounce while in air, while never touched the ground, the HUD bar still shows the first pounce's, which should mean "you can use it again" but you can't. Now it shows the "unable to use" bar as intended.
!!!Changed Content:!!! (+)
Did you know that foxes have Magnetoreception? Statistics have shown that Foxes' pounces are 3-4 times more accurate when their preys are in their Northeast direction. SO...
If you are using the Active Skill [Hunt], before you un-invisible and start the hunt, you may align yourself so that your next pounce strike does more damage. The damage bonus is shown by a blue screen overlay. But you only have a 5 ticks window to initiate the pounce after un-invisibling yourself, and if you make a second pounce mid-air that is not in the correct direction explained above, the damage bonus is gone. This means that your consecutive pounces need to be in the same direction to trigger this damage bonus. But as long as the hunt is activated, you can see a smol magnet icon above your HUD when you are facing the correct direction.
Active Skill [Hunt]
Fixed Bug:
When using the skill in The Nether or The End, you would see flickering screen overlay and overlapped damage bonuses, because fun fact: Time is really messed up in there >:3 Now these two dimensions are considered daytime before The 10 Minute, midnight after The 10 Minutes (The context of The 10 Minutes will be explained below).
QOL Change:
You can now see a Hit counter(bone icons) to show how many hits you've done before triggering the extra damage.
Passive Skill [Foxiality]
Changed Content: (-)
- Now you can't sleep when there's something to fear about nearby.
- Now you can't sleep when you are using the skill Hunt.
Passive Skill [Timidity]
Content Change: (+)
Considering how foxes irl have strong adaptability: they can thrive in urban area, forest, tundra or even desert and the actica. You will now conquer the dimensional fears (the nether & the end) after spending 10 irl minutes in them. And when you use Active Skill [Hunt], the timer will run twice as fast, adapting even faster.
QOL Change:
The wake-up-receive-item subpower now support language file instead of only English.
This version messes up the Forge even more, things are being extremely weird there... It is recommended to stay in V2.7 or lower if you are playing the datapack in forge.
This version might be the last one before a really long period of time. Cuz I really cannot think of any other foxy stuff. But I would fix bugs asap if you raise any.
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:
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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.
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The extra damage delt during Hunt phase cannot be triggered by projectiles now.
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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.