
Plate Havoc
Roguelike random-events game where a small mistake ensues an overwhelming downfall.
137
1
Список изменений
Additions
- Several new upgrades, curses, deeper curses and events.
- Reworked and changed cards and events.
plate_havoc.t.view_leaderboardcan be triggered to view the leaderboard for the current gametype.- In
rogue12.5% of the current intensity will be added on when the cycle ends. - Custom attributes now have
update(Compound) which containsscorethat will have both the score holder and objective. - Groups of attributes can be modified at once by running the function:
plate_havoc:game/misc/attributes/custom/add_modifier_groupedwhich requires the input ofplate_havoc:temp group_attribute
Seeds
- A seed is generated when the game starts or be manually set by the player which will determine the outcomes of most RNG-based elements.
Extra Jumps
- A system for handling extra jumps is now built-in, allowing for better handling with multiple datapacks.
- An extra jump entry which has to be a string can be added to the
plate_havoc:data extra_jumpsstorage.
- An extra jump entry which has to be a string can be added to the
Charging
- Players can hold the [Sprint] key whilst not moving to charge.
- The more that charge is accumulated, the more powerful both Movement Speed and Jump Strength become. Scaling with the player's additional attribute modifiers.
- Having a full charge will emit electric sparks and play constant dinging.
- Players can use perform either a Charged Sprint, Charged Jump or stop depending on the action.
- Moving will perform a Charged Sprint, with a gradually decreasing speed boost.
- In this state. The player can sneak to double their charge loss.
- Jumping will perform a Charged Jump, at the expense of all the charge getting used up.
- Letting go of sprint will prevent the charge from being used or further increased.
- Moving will perform a Charged Sprint, with a gradually decreasing speed boost.
- The more that charge is accumulated, the more powerful both Movement Speed and Jump Strength become. Scaling with the player's additional attribute modifiers.
Greater Extension Support
- Extensions can use the following game events:
plate_havoc:cacheplate_havoc:game.startplate_havoc:on.actionplate_havoc:game.loop- Any other custom game events by extensions.
- Extensions now need to add their data to the storage
plate_havoc:data extensions.datato be recognised.id| String.function| String. Function to run when active.meta| Compound. Contains data used for visuals inside of the Extensions Manager. Optional.name| String. Replaced byidif omitted.version| String. What version the extension is on.authors| String. Credits.links| List of URLs.text| String.url| String that points to an URL.
dependencies| List. Contains strings of IDs.license| String. What license the extension is under.description| String. Overall text about extension.
- Extensions can be toggled with ease reload the need of
/reloadvia the manager through the Quick Actions key.- All extensions are displayed inside of the manager menu.
- Extensions can only be toggled when the game is not actively being played.
- Everyone can view but need the
plate_havoc.has_console_accesstag to toggle extensions. - Added extensions are enabled by default.
- Statuses will persist across reloads.
- Leaderboard entries show a list of all active extensions for that run.
Event Messages
- Event Messages now use a new format with the legacy format being supported.
message| Compound. Contains SNBT text components. Required.count| Compound. ContainsvalueanddisplayOptional.value| Integer. Stores repetitions of the same event. Automatically filled.display| Boolean. If the count should be displayed. True by default.
- If the number of event message entries surpasses the event timer, the oldest event messages will get removed until the entries is equal to the event timer.
Technical
- Added a general and ranged PRNG function:
plate_havoc:game/misc/prng#Modulo plate_havoc.temp
plate_havoc:game/misc/prng_ranged#Modulo plate_havoc.temp(+) and#Modulo2 plate_havoc.temp(-)
Changes
- General optimizations.
- Card Types now have hover-text.
- Event Time is no longer RNG based.
- Intensity Gain is no longer RNG based.
- Card selection is now seed based.
- Card voting requirement is rounded up.
- Changed how the void looks.
- Additional void damage now stacks with the normal void damage.
- Early-game time is massively reduced.
- Time left is now more influenced by the cycle.
- Cycle 0 - 4:
40 + (5 * Cycle) + (3 * (Players - 1)) - Cycle 5 - 9:
50 + (6 * Cycle) + (4 * (Players - 1)) - Cycle 10 - 14:
65 + (7 * Cycle) + (6 * (Players - 1)) - Cycle 15 - 19:
80 + (8 * Cycle) + (7 * (Players - 1)) - Cycle 20 - 24:
90 + (9 * Cycle) + (8 * (Players - 1)) - Cycle 25+:
100 + (10 * Cycle) + (10 * (Players - 1))
- Cycle 0 - 4:
- Reopening the card selection is now done by pressing the [Sprint] key and looking down.
- An indicator will appear when the player is moving, showing the key to reopen the menu.
- Moving will make card selection not forcefully appear when other players vote.
- Reopening the selection will reverse this.
- Player count requirements of gametypes now changed to be
minandmaxwhich are optional.- Assumes the gametype is playable for both singleplayer and multiplayer.
- Intensity has a maximum of 1024.
- Changed data about the world to be more organised inside of
plate_havoc:data worldbiome->world.biomeworld_time->world.timeweather->world.weatherworld_border->world.border
- Void data is stored in
plate_havoc:data worldvoid.height->world.void.heightvoid.damage->world.void.damage
- Clocks now move up if in a block.
- Card Types can fine tune reroll scaling.
Spawning
- When the cycle starts. A player may be teleported for a second time or more if the block under them is considered not safe.
- Blocks considered not safe are:
- Dripleaf
- Powdered Snow
- Iron and Copper Bars
- Signs
- Can be repeated 32 times before stopping.
- Blocks considered not safe are:
Event System Recode
- Several pools now merged into a main
pooldata inside ofplate_havoc:eventspool.available| Can be chosen to run on action.pool.unavailable| Locked.pool.temp| Internal.pool.sort| Internal. Checks if unavailable events can become available.
- Events now support
intensity.maxwhich makes them unavailable if reached. - Running events multiple times at once no longer runs unnecessary commands which were performed once at the start.
- Event functions that will be run is now in
plate_havoc:events running| list of only strings. intensity.minof a event is optional.- Multiple of the same function is merged.
- Running Events require
count - Event Messages bar displayed by default.
- Messages no longer sent to chat.
- Speed depends on number of queued messages.
- Events happen based on seed.
- Events run more smoothly when done in large numbers. (x25)
- Event Messages wont show count if under 2.
Card System Partial Recode
- How SNBT is handled has been changed.
- Name and Description SNBT now stored.
- Body is mix of Name and Description.
- Action is filled in automatically.
- Card Data has been changed.
text.bodyis nowdescriptionwhich is SNBT Text Components.text.actionis now obsolete since it is filled automatically.
- Card now displays their stack besides the name upon selection.
- Card Stack stands out more.
- Cyclathron Difference is now shorter and placed differently.
- Force added cards now have a indicator of being force added.
- Card name inside of
bodynow becomes yellow coloured when selected. - The latest entry in the Card List no longer has the separator.
- Functions now have the freedom to decide if to include/exclude the following:
- Name
- Stack
- Cyclathron Difference
- Description
- Voters
- Console Indicator (Force-adding only.)
- Functions can also add in additional SNBT by adding to
plate_havoc:cards snbt.temp - Votes wont display if the requirement is 1 or less.
- How Vote SNBT is handled has been redone.
- How Cyclathrons SNBT is handled has been redone.
- Cost and Reward are now merged into one internally.
- Cyclathron SNBT is based on this.
- Voting and Cyclathron SNBT gets hidden from the action buttons when finishing votes.
- Voters get hidden on singelplayer.
- Cards wont show their count if under 2.
Leaderboard Recode
- Changes to how data is handled.
include_statsis nowdata_functions. Functions now have to be used to process their own data.plate_havoc:ui leaderboardmerged inside the data functions. Allowing for SNBT freedom.- SNBT has to be added to the storage:
plate_havoc:leaderboard temp.data.visual
- SNBT has to be added to the storage:
- Clean ups and optimisations.
- A entry is created only if it meets the minimum leaderboard conditions.
- Cut macro use.
- Changes to existing SNBT.
- Player Credit now has separator and is string instead of selector.
- Cards is now shown through
hover_event - Intensity no longer shows "f" at the end.
Custom Attributes
- Made processing custom attribute modifiers take a shortcut if there are no modifiers.
- Appending custom attribute modifiers now check if
modifiersexists as a list. - Processing custom attributes now skips those that do not have
{refresh:true}to not do unnecessary work.- Only for updating globally. Inputting will ignore the refresh status.
Fixes
- Numbers sometimes became very long.
- Fragility of the Void can damage the player multiple times at once.
- Force adding cards via console don't have their description.
- Body of the selected Card changes but action stays the same.
- Voting requirements not being accurate on connects/disconnects.
- Relogged players not being reset when joining during intermission.
Removed
-
#EventNotify.Display_Count plate_havoc.num -
plate_havoc.t.event_notifier_mode plate_havoc.mob.setup
Файлы
plate-havoc-0.2.5.jar(1.18 MiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
0.2.5+mod
Загрузчики
FabricForgeNeoForgeQuilt
Версии игры
26.1–26.1.1
Загрузок
10
Дата публикации
2 нед. назад
