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And, thus, Quest Clerics.
There are all sorts of particles built into minecraft that we can utilize for these. They're all over in-game, and you don't even realize what they are. You know the weird book spell particle that comes off of the enchanting table? Yup, that's a particle effect! You know how lava and water drips from the ceiling in a mineshaft when there's a lava/water block above? Yes, those are particle effects too! Fireworks? Yup. Potion particles? Duh. Angry Villager smoke cloud? Yes, that too.
All of these such particles and so many more can be utilized--and some (such as the swirlies you see around Mobs and Witches or a pot-buffed player) can have specific colors defined via Hex Codes.
All of these such particles and so many more can be utilized--and some (such as the swirlies you see around Mobs and Witches or a pot-buffed player) can have specific colors defined via Hex Codes.
By utilizing the plugins that already exist, we can create such a system as this without creating any additional burden on our overworked (and very, very wonderful) Tech Team.
Personally, I have always been a fan of Magic and ranged attacks. I can't tell you how many players I've heard comment on how boring and repetitive the click-click-click-click of button-smashing pvp is. I feel that adding a support class will offer a new playstyle which may get more players involved while bringing a new depth to the world.
The system would be written with MassiveQuest; you can find the plugin author page of this HERE.
The big question needing to be answered is how to initiate the quest chain to allow the players access to this system. This could mean a lengthy and difficult quest chain to be completed before gaining access, and/or a "fee" or "Cleric License" to act as an investment. Additionally, if the spells have tiers introducing different strengths of spells, the player can be made to go through another quest chain (and/or pay another fee--cause yay regal sinks!) to gain access to each tier.
Here are some initial parameters which can be defined:
- Effect Type: This can be a buff (str, speed, jump, luck, regen, haste…) or a debuff (slowness, wither, poison, harming, blindness, hunger…), or you could even do a spell that could reveal players using invisibility potions, or spawn mobs or animals.
- Particle Effect: See the above section. There is a bit of customization here, and plenty of effects to choose from. We can also adjust the radius of the effect.
- Strength & Time: Just as potions can have different strengths and durations, as can these Quest Cleric spells. Additionally, we could create cooldowns for spells. For more advanced or more powerful spells, we will want to add much more lengthy cooldowns (such as days or even a week) so that the spells can't be spammed or abused.
- Armor requirements: Ideally, the Quest Clerics should be glass cannons to allow them to be competitive but not invincible. To encourage this, we can keep them from casting spells while they have diamond or iron armor on or in their inventory.
- Material Cost: The spells can each be given a material component required to cast the spell. This component will be consumed upon casting the spell. The quantity of the material component can be defined as well. This will require that the Quest Cleric carry around these items to cast the spells--which they will lose if they die.
- Some Buff Options/Suggestions:
- Sugar (speed)
- Blaze Powder (strength)
- Magma Cream (fire resist)
- Ghast Tear (regen)
- Glistering Melon (health)
- Rabbit Foot (jump)
- Iron Ingot (resistance)
- Nether Quartz (absorption)
- Carrot (haste)
- Fern (saturation)
- Pufferfish (waterbreathing)
- Some Debuff Options/Suggestions:
- Slimeball (slowness)
- Fermented Spider Eye (weakness)
- Spider Eye (poison)
- Flint (harm)
- Poison Potato (wither)
- Mushroom (nausea)
- Ink Sac (blindness)
- Rotten Flesh (hunger)
- Emerald (anti-invis)
- Some Buff Options/Suggestions:
Here are some concerns:
- Due to limitations of Quest and player permissions, currently these spells are only usable as an AOE centered on the player.
- With the 1.13 Quest upgrade that is scheduled, a "There" function could possibly be added which would allow players to cast the spell centered at the point at which they are looking.
- A "There" function for any spells would require further balancing and limitations to keep these spells from being overpowered.
- Again, a "Glass Cannon" would be optimal for a Quest Cleric.
- Additionally, all debuffs will also affect the spell-caster themself.
- This could potentially be balanced by casting a tiny smaller particle effect on the spell-caster gifting them with, for example, regen or health to counter the debuff.
- Such a balance would put some players at risk of crashing if they don't have a computer strong enough to handle so many particles (which may be the case for them anyways if there are half a dozen Quest Clerics all in one area spamming spells).
- However, this could also make the spell-caster have a sort of "Self-destruct" feature which would not only kill the spell-caster themself but drastically harm all those around them as well (or, as an alternative example, sacrifice themselves to grant a stronger Regen AOE for those stacked on them).
- Currently, the best option for detecting the casting of each unique spell is using the "OnChat" function of Quest
- This means, literally, the players will have to say magic words (Abra kadabra! Or, Lumos!) in chat to cast the spell.
- This is literally the greatest weakness currently of this system as it requires the players to know the exact spelling of the trigger word of the spell they are trying to cast. These would have to be spelled exactly as defined, or else it will not work. Saying these trigger words in any channel may immediately cast the spell if the player has the material components (sorry, faction-buddies, I totally didn't mean to set you on fire!).
- However, with the 1.13 Quest upgrade, we would have the option to allow players to cast the spells with magic items (like a lore stick--HA!) or restrict them to only being able to cast with said magic/lore item in their inventory.
- A spell book would be necessary for each tier of magic to outline the costs of the spells at each tier as well as their effects.
- How to obtain this? What happens if it's dropped on death?
Created with MassiveQuest and MassivePVE, creating no additional burden on Tech Staff
Customizable parameters such as:
-Effect type
-Effect visualization
-Effect strength & duration
-AOE effect radius
-Material Costs
-Cooldowns
Quest Clerics would be balanced as Glass Cannons
Can define a quest "journey" to be achieved prior to accessing the abilities
Different tiers with progressing effect strength can be created
As the Quest-writing code is publicly available, this system can be designed and written entirely by players