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Mod Request: Archer Equipment


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So I'd like to make another Mod Request if you all don't mind. This ones a little complicated, So I've go ahead and drawn up the Details of what it entails. I just don't have the Mod skills to make it Myself.

 

There are 3 Main parts to this Mod.

 

First off is the Bow. The Bow is a Very Costly Weapon Item that fires the Arrows. It has Infinite durability, but takes a lot of Materials to make, and even more to upgrade.

The most basic of the Bows, the “Archer’s Bow” is made in 6 Steps.

--- First, 5 pieces of Spider Silk are crafted into 1 strand of  “Stringy Fiber”.

--- 10 of these Fibers are then crafted into a “Bow String”.

--- Next 10 Spider Glands and 2 Honeycombs are crafted into a “Sticky Glue”.

--- 3 of this Glue are crafted into a “Bow Wax”.

--- The Bow Wax can be then crafted with a normal Log to create a “Prepared Bow Shaft”

--- The Prepared Bow Shaft is then crafted with the Bow String to create a “Archer’s Bow”.

The Archer’s Bow can further be “Upgraded” to increase its firing speed and range (Speed and range are tenitive, not sure what they should really be, suggestions?). There are 3 upgrade levels.

--- Druid’s Bow: First Upgrade, Fires slightly faster (1.25x) than the Archer’s Bow, craft an Archer’s Bow with 20 Living logs and 5 Green Gems (maybe something else?).

--- Nightwatcher’s Bow: Second Upgrade Fires faster (1.5x) than the Archer’s Bow, Craft a Druid’s Bow with 20 Nightmare Fuel and 5 Purple Gems.

--- Ancient’s Bow: Final upgrade Fires significantly faster (2x) than the Archer’s Bow. Craft Nightwatcher’s Bow with 20 Thulecite blocks and 5 Orange Gems.

 

The Second part of the Mod is the Arrows themselves. In order to USE any Bows, the Player must have Arrows equipped in the Helm slot (Preferably, this would be in a modded game, taking up the amulet slot).  Another, simpler possibility would be to have them be used directly from the Inventory.  If this is possible though I do not know, nor know how it would affect having multiple arrow types in your inventory.  There are 5 Main arrow types, each dealing a increasing amount of Damage.

--- Flint-Tipped Arrows: Basic arrows, 5 flint, 5 logs and 10 Jet black Feathers crafts 10 Flint-Tipped Arrows. Deals 30 damage.

--- Stone-Tipped Arrows: Stronger Arrows. Costs 5 rocks, 5 logs and 10 Jet black Feathers crafts 10 Stone-Tipped Arrows. Deals 35 Damage

--- Gold-Tipped Arrows:  Most powerful basic Arrow, 5 Gold, 5 logs and 10 Jet black Feathers crafts 10 Gold-Tipped Arrows. Deals 40 Damage

--- Shadow-Tipped Arrows: Advanced Arrows, 3 Nightmare fuel, 2 Living Logs and 10 Jet black Feathers crafts 10 Shadow-Tipped Arrows. Deals 50 Damage

--- Thulecite-Tipped Arrows: More powerful Advanced Arrows. 3 Thulecite Blocks, 2 Living Logs and 10 Jet black Feathers crafts 10 Thulecite -Tipped Arrows. Deals 55 Damage

 

The Last part of the Mod is the Quiver, equipped in the Armor slot. The Quiver is not NEEDED to use the Bow and Arrows; however, an equipped Quiver will impart traits to each attack. However, they will degrade after a set number of arrows fired, and Drain Sanity at a slow rate when equipped.  

--- Fire-Hardened Quiver: Imparts moderate Fire damage (+20% damage) to target with a 15% chance of igniting them. 5 Pigskins, 5 Silk, 10 Charcoals, 3 Red Gems. Lasts for 20 Shots.

--- Ice Cold Quiver: Imparts Freezing effect to target. Freeze effect requires twice the number of Hits as the Ice Staff. (I.E. Beefalo will Freeze in 6 Shots). 5 Pigskins, 5 Silk, 10 Ice, 3 Blue Gems. Lasts for 40 Shots.

--- Starblessed Quiver: Targets shot with an Arrow glow with a bright light for a short time (10 seconds).  5 Pigskins, 5 Silk, 10 Glowberries, 3 Yellow Gems. Lasts for 60 Shots.

--- Nightwatcher’s Quiver: Does double damage to Shadow Creatures, and causes other Targets to Flee in terror after being hit a set number of times (equal to their Sleep Dart uses). 5 Pigskins, 5 Silk, 5 Nightmare Fuel, 3 Purple Gems. Lasts for 30 Shots.

--- Hunter’s Quiver: Causes Target to drop Double their loot. 5 Pigskins, 5 Silk, 1 Divining Rod, 3 Green Gems. Lasts for 30 Shots.

--- Glutton’s Quiver: Each attack restores 20% of damage dealt as Hunger. 5 Pigskins, 5 Silk, 10 Meat (raw), 3 Orange Gems. Lasts for 60 Shots. (restoring 660 hunger/per quiver wihen using Thulecite arrows, and 360 with Flint).

 

Boss Quivers: These are special Quivers that are made from Boss drops. Last longer, and have more powerful effects, but drain Sanity much quicker.

--- Silky Quiver: Each hit spawns a Web under the Target, snaring them and slowing them down, and a 20% chance on each hit to spawn a Friendly Depth Dweller to attack the Target. This Increases to 50% inside Caves and Ruins. Once the target is dead, the Depth Dweller will wander around and attack other viable targets. Only attacks Spiders actively attacking the player. 5 Pigskins, 20 Silk, 1 Spiderhat, 1 Purple gem, 1 Green Gem. Lasts for 100 Shots.

--- Soft Quiver: Has a 20% on hit to spawn a small Tornado that does half the damage of Weather Pain. Increases fire rate of the equipped Bow by 50%. 5 Pigskins, 5 Silk, 10 Volt Goat Horns, 10 Soft Down, 1 Blue Gem, 1 Orange Gem. Lasts for 100 Shots.

--- Fur-lined Quiver: Have a 20% chance on Hit to spawn 1-3 Killer Bees to attack the target (maybe not a good idea to use Honey covered fur next time), as well as dealing 20% more damage. 5 Pigskins, 5 Silk, 10 Honey, 1 Thick Fur, 1 Purple Gem, 1 Red Gem. Lasts for 100 Shots.

--- Scale-Plate Quiver: blocks 50% of incoming damage. Has a 20% of exploding on Impact, dealing an extra 50% damage. 5 Pigskins, 5 Silk, 10 Nitre, 1 Scales, 1 Yellow Gem, 1 Red Gem. Lasts for 100 Shots.

 

 

Well, that’s all Folks! What do you think?! Any Modders out there Willing to take the challenge? I know that it is a lot of Work, but I think it really spice up the Combat in the game, and would love to see it up and Working!

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Any Modders out there Willing to take up the Challenge? I'm guessing the only REAL trouble here would be the Quivers.

 

None of it is especially troublesome. That's just a lot of work for a request. :p Maybe another modder will take the challenge. It's interesting, and any modder willing to give it a shot would probably learn a few things from making it.

 

I can explain the basic idea of how it would be done, though, to make their lives a little easier if they decide to undertake this task.

 

Adding the items and recipes is simple. There's a couple of sample mods that show off how to do this.

 

The arrows and the bows would work in tandem. Just force the first arrow in the player's inventory to drop when the bow is used to attack something (preferably make the bow's attack do zero damage, since the arrow does it's own damage, as a projectile), set it's projectile component's target to the player's target, and it'll do the rest.

 

As for the quivers, you would check the player's inventory for arrows and apply the effects to the arrows iterating through the entire inventory. The trickiest part of this would be removing the effects from the arrows when they're dropped, so that you can't equip a quiver, drop an arrow with the new ability, and then remove the quiver for a free shot. I suggest using tags. Basically, each quiver would attach a specific tag to each arrow in the inventory. Then in the arrows hit function, it would iterate through the list of tags, and apply the effects according. To avoid the exploit I mentioned, just remove all possible quiver tags from an arrow when it is dropped.

 

I think that just about covers it.

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There are some cool ideas here. I do have a few suggestions though.

First, the bow itself requires a lot of components and multiple steps to craft. Are all these steps really necessary? The individual components of the bow are not shared with any other item. This just creates extra busy work for the player without really adding anything to the game play. For example, making 10 stringy stands only to be combined with each other and nothing else to make a bow string (which would require 50 silk by the way, which seems a wee bit high to me :p). I would suggest reducing the bow recipe to one step, unless you include a component which is shared across multiple recipes. For example, the bow recipe could be simply reduced to 5 twigs, 5 silk and 1 board.

 

Second, I think the quiver and arrows could be represented as a single crafted item; a quiver of arrows. For example, a quiver of fire arrows could be made using a pigskin, 4 twigs and 2 fire gems. In order to use a bow, the wearer has to have a quiver equipped in their backpack slot. When the bow is used, an arrow is fired base on the equipped quiver and some durability is lost from the quiver (e.g. 10%). When the quiver is used up, a new quiver will need to be crafted / equipped. The bow itself would have infinite durability since as the quivers need to be replaced (and they are relatively expensive to craft), there's no need to force the player to replace the bow as well.

 

These are just my ideas though :)

 

This set up would also be easy and compact to code. If there are any artists who are interested in doing the art and all the bow animations, I could code it.

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There are some cool ideas here. I do have a few suggestions though.

First, the bow itself requires a lot of components and multiple steps to craft. Are all these steps really necessary? The individual components of the bow are not shared with any other item. This just creates extra busy work for the player without really adding anything to the game play. For example, making 10 stringy stands only to be combined with each other and nothing else to make a bow string (which would require 50 silk by the way, which seems a wee bit high to me :razz:). I would suggest reducing the bow recipe to one step, unless you include a component which is shared across multiple recipes. For example, the bow recipe could be simply reduced to 5 twigs, 5 silk and 1 board.

 

Second, I think the quiver and arrows could be represented as a single crafted item; a quiver of arrows. For example, a quiver of fire arrows could be made using a pigskin, 4 twigs and 2 fire gems. In order to use a bow, the wearer has to have a quiver equipped in their backpack slot. When the bow is used, an arrow is fired base on the equipped quiver and some durability is lost from the quiver (e.g. 10%). When the quiver is used up, a new quiver will need to be crafted / equipped. The bow itself would have infinite durability since as the quivers need to be replaced (and they are relatively expensive to craft), there's no need to force the player to replace the bow as well.

 

These are just my ideas though :-)

 

This set up would also be easy and compact to code. If there are any artists who are interested in doing the art and all the bow animations, I could code it.

The Bow itself is Expensive to Craft so that It is more Balanced out, and Melee weapons are still relevant, at least for awhile. Thus the Arrows themselves are "Relatively" Cheap. The Reason I sperated the Arrows and the Quivers is customizability and Choice of Playstyle. If I where to keep each Effect and just combine the arrows and Quivers, that would equate to 10 Different Ammo choice. Where as the Set up II have now has 150 different Equipment combinations, making for more Choice and versiatility.

For example, This system lets you make Cheap Flint tipped arrows that can be used with a Hunter's Quiver to farm Meat or Slik, Or use a Thulecite Tipped Arrows with a Hunter's Quiver when hunting a Boss for Extra damage. Or not Use ANY quiver at all,

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