Wait! I'll Explain!
Hello. I have a few things to say before we get started here.
One, I have lurked around there forums for a while. Two, yes, I know what the search bar is and how to use it, but haven't seen a mod or thread that expresses this idea. Three, I know parkour has been done before, but not in this way. I have had a look at the mods and threads, but they try to make this in a very different way to what I have in mind. I will accept comment and constructive criticism.
Thank you for reading this far without going "OMG HURR DURR US SRCH BAR HURR DURR TROLL NOOB!!!!!". Now, onto the idea, shall we?
Parkour
1. No "Freerunning button". There will not be just one button that you hold down when you want to get around anywhere that does everything for you. It shouldn't be too hard to do these things, but they shouldn't be something like "Hold down Q and walk towards the wall". To me, that seems like it would be more fun if you just used a fly mod.
2. No new buttons. Everything will be built out of existing commands like jumping, sprinting and sneaking.
Changes to Sprinting
Firstly, sprinting will be more gradual. You will start out a bit faster than walking and speed up over time. How much and how fast you speed up will depend on what material you are on, and how exhausted your character is. If you run into something, you will not instantly stop sprinting, you will just slow down depending on the angle you ran into it, but at high speeds and sharp angles against a hard object you could get a bit hurt. Over time, sprinting will exhaust your character.
Exhaustion
Exhaustion is like a breath-ometer: the more things you do (particularly ones involving movement), the more exhaustion you get, which decreases the efficiency of anything you do, such as mining, sprinting, wallrunning, and more. If you get too exhausted, you will not be able to do some things, such as wallrunning and climbing up from ledges. Exhaustion will not be shown by a visible meter on the screen, instead implied by the rate at which your character is breathing (yes, you would hear that, though it would be slower and quieter when you are less tired) and by darkness at the edges of the screen, which would become much darker when you are very exhausted.
Sliding
Sliding is simple. Sneaking while sprinting will make you slide, making you one block high and two blocks long. Graphically, you will see one leg stretched out in front of you and one bent underneath you. You can slide with tools in your hand or without anything in our hand, though you can slide a bit longer if your hands are empty. The material that you are on determines the distance that you can slide. If you stop sliding (Let go of sneak) when you still have enough speed left, you will keep sprinting, but if you stop sliding without enough speed, you will simply walk. If you slow down to a stop, you will crouch, explained later. This is to stop you getting trapped under one block high ceilings.
Crouching
Crouching makes you one block high, one block long, and one block wide. You can crouch by double tapping sneak, or by slowing to a stop in a slide. You won't walk off edges, just like sneaking, but you move slower, and it takes about one third of a second to get back up. This doesn't seem like much, but if you hear a bow twang and an arrow fly at you, you mightn't have the time to get out of the way if you're crouching. If you sneak once mid-jump, you will crouch up towards your centre and point your feet in the direction of travel. Graphically, you will be kind of squatting to the ground, with your knees out forward, and your back at an angle.
Wallrunning & Walljumping
To wallrun, simply jump at the wall and hold jump. If you were at an angle, you will wallrun across the wall, and if you were facing straight on, you would kick off the wall, going higher than a normal jump. Sprinting helps in both instances. However, this is a gradient, so if you wallrun from a big angle, you will run across the wall a shorter distance and go higher; if you ran from too shallow an angle, you won't get much grip on the wall. Depending on where you want to go, there are different optimum angles to run from. If you don't have much speed, you won't wallrun very far, and if you are slower than that, you won't wallrun at all. If you let go of jump, you will simply fall with whatever speed you had. If you come up against a wall with enough speed, in the air or on the ground, and tap jump just as you get there, you will walljump. This means that if you time it right, you can wallrun, then let go of and tap space to walljump if you still have enough force against the wall. The trick is that if you aren't too exhausted, you will gain enough speed from a walljump to walljump off an opposite wall. With perfect timing and no starting exhaustion, you should be able to walljump up a two-block wide chimney about five times, or seven blocks.
Rolling
If you sneak the moment that you hit the ground after a jump or fall, you will roll, negating a percentage of the damage that you would have taken, or even all of it. You will negate more damage if you are travelling faster forward, meaning that you will take more damage if you roll after falling straight down than if you sprinted off an edge before rolling. You can roll backwards or sideways if you turn midair, but it will negate less damage. Also, a neat trick involves jumping just as you finish a forward roll. You will jump higher, and if coordinated right, you will have enough force to wallrun or walljump. If perfectly coordinated, you will be able to jump up and wallrun to hang on a five block high wall.
Hanging
If you fall down to or jump up to a ledge, and are facing it when you pass it, you will hang off it at head hight. Holding space while hanging will let you climb up to stand on the ledge, but if you can't (there's a block in the way), you will fling one block upwards, which could let you hang onto another ledge. You can also use the arrow keys to move between ledges (or certain climbable blocks) while hanging. Your momentum and exhaustion will determine how fast you can climb up a ledge, and if you have lots of exhaustion, you won't be able to climb up. You can also instantly let go and drop by pressing sneak. The requirement to face the ledge to grab it should get rid of most unintentional hanging.
Combat
Combat as it is in minecraft is simple. Too simple. The most effective strategy is spamming left click*. Criticals and charging bows were steps in the right direction, but they've brought minecraft into some kind of a local minimum. To get over that hump, I propose this:
Momentum-based Attacks
Attacking with a weapon will depend on the weapon, but I will focus on swords and daggers here. The direction, type, and damage of an attack will depend also on your pointer's direction and speed, as well as the momentum of your character. For an example, sprinting and jumping at an enemy, with your pointer and character moving down towards them, will result in a powerful overhead blow that will probably chop them clean in two (with a diamond broadsword).
Daggers will be more complicated. Depending on the situation, your character will automatically switch between forehand and backhand grips (the right way up and upside down). This won't result in unneeded nuisance for the player: This kind of change will be done naturally to fit the situation. For example, coming up from a crouch and sweeping a long stroke upwards will result in a backhand underarm cut, whereas cutting the pointer movement halfway will result in a forehand upward stab (probably decapitating a skeleton).
The main upward point (trololol) of this method is that it would be easy to get used to and flow naturally with. It would provide an intuitive method to make yourself look like a real badass, all the while dicing creepers and slicing zombies into itzy bitzy pieces.
Slicing and Dicing
This part doesn't really need to be implemented, but it would provide a new kind of reward for fighting fancy. An attack with a sword or dagger will penetrate it's target (and several other weapons would too.) This penetration will spray bloody and fleshy particles from creepers and zombies, and bony ones from skeletons, as well as leaving a visible cut. Here's the cool part: You can cut bits off your enemies. If a cut penetrates all the way though, it will spray more particles and seperate off the smaller piece, giving you a nice view of monster insides while supplying all you gory needs for mutilation. To stop too many performance hits, a cut off piece that's too small will be deleted and exploded into more flesh particles. If the largest piece of a monster is too small, it is dead. Simple. Chop him in two or dice him into cubes, he'll be dead once you kill him enough. This would replace the current hearts system.
A Broken Leg is a F***ing Leg That's Broken
It's broken. As in it doesn't work any more. If you chop off a zombie's legs, it will start crawling towards you. If you dice a skeleton's right arm, it can't shoot you, and will start walking at you to bite you. If you amputate a zombie's arms, it will start trying to bite you. Once a body part of a monster or animal is mostly removed, it loses it's function. This won't be too bad for fps, as it won't be checked until after it's determined that the weapon has hit, and that is has cut through something.
Bows
The current bow system is very good, but still has room for improvement. Firstly, the drawing of the bow: It will start out like the current system, drawing stronger over time. However, the longer you hold the bow drawn, the shakier (less accurate) it gets, and after a while, your arm will be too tired, and you will have to draw again. Stronger bows will take longer to draw, but will fire further and faster.
There should also be different types of arrow. I won't outline the recipes here, but there will be normal, all-round arrows; wider-headed arrows that cut when they hit, but are heavier; sleek, thin arrows for piercing, which are lighter and rely on speed; and large, blunt arrows that fall out of the sky,that are mostly a joke but are very devastating when you fire downwards. Also, quivers that you can equip. Self-explanatory.
Magic
First note is that this isn't as steadfast as my other suggestions. I am open to change, and haven't put quite as much thought into this part. Let's go:
Exhaustion
This is quite simple. Casting spells will sap your character's mental and physical strength. That means it won't be the best of ideas to make a super-duper-powered-parkour-broadsword-dagger-battlemage. One thing would leave you too tired to do the other effectively.
Magical Items
The first kind of magical items are the single-use items. These are gems, ropes or other things which have magic bound to them. The big pro is that they don't sap you energy very much at all, but the con is that they take physical materials to make. For example, a Healer's Shattergem (a small gemstone that has an AoE when you throw it) would heal the same as the spell Rejuvinate, but would both exhaust your character twenty times less, and take a small ruby to make.
The second kind of magical items are empowering items. These are jewellery or other things which either are permanent or have durability, and change the damage, size, duration, or cost of a certain kind of spell. For example, a Ring of Cessation would increase damage of Wither, Corrupt, and Fear, and increase the size and duration of Darkness and Scatter. On the other hand, a Pendant of Focus would improve self-centred spells; it would increase the potency of Pulsation, Downbolt, Blitz, and Gale. I will elaborate on the spells later.
The third kind of magical items are enchanted items, which would be similar to the current enchanted items, except that they are affected by spells that affect all magic in an area.
Spells
These are the bread and butter of magic. I don't know yet how you should actually cast the spells themselves, but you can't cast a powerful spell too many times in succession. Each spell has an altar/beacon thing that you construct, and when you stand in the middle and focus the magic to the centre with an Eye of Ender, it infuses you with that spell. You can then use the altar to draw wild wisps of magic in (this will actually be an interesting task, you need a Eagleye potion to see and trap the wisps) and form them into power that you can store and use to cast the spell. Different spells need different kinds of power to cast, but there aren't too many different ones (I.E. You can use a Wither altar to get power for Darkness, as they both use black power). Wisps are released by their kinds of blocks periodically; for example, a dark cavern is the best place to find black magic, as the darkness slowly bleeds power. High in the air is the best place for light and air magic to be found, while a nature beacon would best be built in a rainforest. However, if you store opposite kinds of magic at the same time, both your stores are drained slowly of strength, promoting specialisation.
Here is the list of spells I've thought of so far, feel free to suggest more:
Black spells:
-Wither
A black comet-shaped bolt of darkness, thrown in the direction of your cursor. The first mob or player that it hits takes about six hearts damage, and becomes very exhausted. A simple spell; doesn't take too much magic.
-Corrupt
A larger projectile, Corrupt strongly poisons players or mobs in an area, and reverts grass to dirt. Simple and raw, but effective. Small to medium cast cost.
-Fear
Fear slows, poisons and weakens the first valid target it comes across (including you), ricocheting off of walls and ceilings. A powerful, costly spell, best used in single combat.
-Scatter
Scatter is an AoE around the player, pushing mobs, players and items away from the caster for a short period of time. It also forces nearby (10-15 blocks) plauers to drop their currently held item. Timing is everything with this one. Medium cast cost.
-Darkness
A powerful spell, Darkness centres a deep, murky black fog around you that only you can see through. Any players or mobs caught in it would be slowed, exhausted,and damaged over time. High magic cost.
Light spells:
-Rejuvinate
This spell heals 4-5 hearts to each player nearby, including the caster. Cheap, effective spell that is good to carry around.
-Enlighten
Casts a small, slow-moving projectile that gives off a lot of light. When it hits something, it hangs around for 2-3 minutes, then dissapates. A good, low-cost utillity spell.
-Rectify
This AoE projectile deals 8-9 hearts of damage to any undead in the blast, and halves any black magic stores of people hit. Medium cost.
-Protect
This self-centred AoE makes anyone withing 1-2 blocks of you invulnerable to attack for 3 seconds. Powerful, but does not protect against environmental damage. High cost.
Focus spells:
Focus is a unique type of spell. The magic for it is found in places where lots of magic is bound. For instance, an activated end portal will quickly bleed focus, and an old, well-used altar will bleed slowly too. Most focus spells are high-cost; it's a later game tool.
-Vanish
10 seconds of invisibillity, against mobs and players. Quite neat, but high cost.
-Phaze
Teleport to cursor. High speed ender pearl, neat combat tactic. Simple and effective, with a low-medium cost.
-Downbolt
Teleports you to the ground underneath you in a big lightning bolt. Deals damage to nearby mobs and players (3/4 hearts) on your arrival. Good fall breaker and dynamic entry. Medium cost.
-Blitz
This self-centred AoE makes lightning in a 10 block sphere around you, dealing damage to anything inside. Lasts about 4-5 seconds, and deals four heart in addition when the effect ends. High cost
-Pulsation
A quick burst of pure magic, Pulsation will reflect and projectiles close to you and cleanse you of any negative effects for 2 seconds. Powerful, and high cost.
-Soulstone
This spell heals you to full, gives you large magic stores of every element, and makes you invincible to damage. The catch is that you will lose 1.5 hearts each second until you die. More of a last resort than a mainstream spell, Soulstone is incredible powerful and extremely expensive. Expect to be working for a while to cast this. It's altar also kills you when you first gain the spell.
Other Notes
-Exhaustion impairs your ability to put force behind a blow.
-In PVP, you can be mutilated too. Be careful.
-There will be many kinds of weapons, including maces, warhammers and other blunt weapons. Have fun bashing their skulls in!
-There are implications that come with this kind of gore. Have fun amputating sheep legs and chicken wings. Remember to clean the grass up after!
-I'll be adding more spells later if applicable.
-After a magic spell ends or hits, about half the magic used to make it is released into wisps, which can then be channelled back into someone standing in an altar.
-Moving lights ARE possible. Just sayin'.
*Exaggeration
C&C welcome. What do I need to add? What loopholes are there? What isn't awesome enough? Thanks for reading this all!
The parkour concepts are very interesting, but I think those are better off as a mod. Your combat idea, though, would be a great addition to the game. I think zombies should have their attack range lowered when you chop off their arms too.
Sounds like an intriguing mix of fallout games and mirrors edge, it would be nice as a mob (or "mod") in my opinion, but something like free running would probably never be implemented into minecraft, so a mod of this would be the best option :tongue.gif:
Ok. I accept your opinion. Know any modders? :tongue.gif:
The thing about parkour is that it is completely optional. It's hard to do accidentally, and doesn't add any drawbacks to not using it, only benefits to using it. Anyway, thanks for posting!
The parkour concepts are very interesting, but I think those are better off as a mod. Your combat idea, though, would be a great addition to the game. I think zombies should have their attack range lowered when you chop off their arms too.
Thanks! I've been getting that kind of response for a bit.
NO
I absolutely HATE magic suggestions. I do not like it. I don't want to cast magic, please! Enchantments are a good system, don't add magic casting, PLEASE!!!
I came here to say: "MAGIC? HOW ABOUT A PIPE TO THE BACK OF THE HEAD?!" but no, these ideas are actually pretty awesome.
Magic, just seems weird if you ask me, there is abit of magic already in-game, and it's very well done, so I dont know how your magic ideas will look like.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello. I have a few things to say before we get started here.
One, I have lurked around there forums for a while. Two, yes, I know what the search bar is and how to use it, but haven't seen a mod or thread that expresses this idea. Three, I know parkour has been done before, but not in this way. I have had a look at the mods and threads, but they try to make this in a very different way to what I have in mind. I will accept comment and constructive criticism.
Thank you for reading this far without going "OMG HURR DURR US SRCH BAR HURR DURR TROLL NOOB!!!!!". Now, onto the idea, shall we?
Parkour
1. No "Freerunning button". There will not be just one button that you hold down when you want to get around anywhere that does everything for you. It shouldn't be too hard to do these things, but they shouldn't be something like "Hold down Q and walk towards the wall". To me, that seems like it would be more fun if you just used a fly mod.
2. No new buttons. Everything will be built out of existing commands like jumping, sprinting and sneaking.
Changes to Sprinting
Firstly, sprinting will be more gradual. You will start out a bit faster than walking and speed up over time. How much and how fast you speed up will depend on what material you are on, and how exhausted your character is. If you run into something, you will not instantly stop sprinting, you will just slow down depending on the angle you ran into it, but at high speeds and sharp angles against a hard object you could get a bit hurt. Over time, sprinting will exhaust your character.
Exhaustion
Exhaustion is like a breath-ometer: the more things you do (particularly ones involving movement), the more exhaustion you get, which decreases the efficiency of anything you do, such as mining, sprinting, wallrunning, and more. If you get too exhausted, you will not be able to do some things, such as wallrunning and climbing up from ledges. Exhaustion will not be shown by a visible meter on the screen, instead implied by the rate at which your character is breathing (yes, you would hear that, though it would be slower and quieter when you are less tired) and by darkness at the edges of the screen, which would become much darker when you are very exhausted.
Sliding
Sliding is simple. Sneaking while sprinting will make you slide, making you one block high and two blocks long. Graphically, you will see one leg stretched out in front of you and one bent underneath you. You can slide with tools in your hand or without anything in our hand, though you can slide a bit longer if your hands are empty. The material that you are on determines the distance that you can slide. If you stop sliding (Let go of sneak) when you still have enough speed left, you will keep sprinting, but if you stop sliding without enough speed, you will simply walk. If you slow down to a stop, you will crouch, explained later. This is to stop you getting trapped under one block high ceilings.
Crouching
Crouching makes you one block high, one block long, and one block wide. You can crouch by double tapping sneak, or by slowing to a stop in a slide. You won't walk off edges, just like sneaking, but you move slower, and it takes about one third of a second to get back up. This doesn't seem like much, but if you hear a bow twang and an arrow fly at you, you mightn't have the time to get out of the way if you're crouching. If you sneak once mid-jump, you will crouch up towards your centre and point your feet in the direction of travel. Graphically, you will be kind of squatting to the ground, with your knees out forward, and your back at an angle.
Wallrunning & Walljumping
To wallrun, simply jump at the wall and hold jump. If you were at an angle, you will wallrun across the wall, and if you were facing straight on, you would kick off the wall, going higher than a normal jump. Sprinting helps in both instances. However, this is a gradient, so if you wallrun from a big angle, you will run across the wall a shorter distance and go higher; if you ran from too shallow an angle, you won't get much grip on the wall. Depending on where you want to go, there are different optimum angles to run from. If you don't have much speed, you won't wallrun very far, and if you are slower than that, you won't wallrun at all. If you let go of jump, you will simply fall with whatever speed you had. If you come up against a wall with enough speed, in the air or on the ground, and tap jump just as you get there, you will walljump. This means that if you time it right, you can wallrun, then let go of and tap space to walljump if you still have enough force against the wall. The trick is that if you aren't too exhausted, you will gain enough speed from a walljump to walljump off an opposite wall. With perfect timing and no starting exhaustion, you should be able to walljump up a two-block wide chimney about five times, or seven blocks.
Rolling
If you sneak the moment that you hit the ground after a jump or fall, you will roll, negating a percentage of the damage that you would have taken, or even all of it. You will negate more damage if you are travelling faster forward, meaning that you will take more damage if you roll after falling straight down than if you sprinted off an edge before rolling. You can roll backwards or sideways if you turn midair, but it will negate less damage. Also, a neat trick involves jumping just as you finish a forward roll. You will jump higher, and if coordinated right, you will have enough force to wallrun or walljump. If perfectly coordinated, you will be able to jump up and wallrun to hang on a five block high wall.
Hanging
If you fall down to or jump up to a ledge, and are facing it when you pass it, you will hang off it at head hight. Holding space while hanging will let you climb up to stand on the ledge, but if you can't (there's a block in the way), you will fling one block upwards, which could let you hang onto another ledge. You can also use the arrow keys to move between ledges (or certain climbable blocks) while hanging. Your momentum and exhaustion will determine how fast you can climb up a ledge, and if you have lots of exhaustion, you won't be able to climb up. You can also instantly let go and drop by pressing sneak. The requirement to face the ledge to grab it should get rid of most unintentional hanging.
Combat
Combat as it is in minecraft is simple. Too simple. The most effective strategy is spamming left click*. Criticals and charging bows were steps in the right direction, but they've brought minecraft into some kind of a local minimum. To get over that hump, I propose this:
Momentum-based Attacks
Attacking with a weapon will depend on the weapon, but I will focus on swords and daggers here. The direction, type, and damage of an attack will depend also on your pointer's direction and speed, as well as the momentum of your character. For an example, sprinting and jumping at an enemy, with your pointer and character moving down towards them, will result in a powerful overhead blow that will probably chop them clean in two (with a diamond broadsword).
Daggers will be more complicated. Depending on the situation, your character will automatically switch between forehand and backhand grips (the right way up and upside down). This won't result in unneeded nuisance for the player: This kind of change will be done naturally to fit the situation. For example, coming up from a crouch and sweeping a long stroke upwards will result in a backhand underarm cut, whereas cutting the pointer movement halfway will result in a forehand upward stab (probably decapitating a skeleton).
The main upward point (trololol) of this method is that it would be easy to get used to and flow naturally with. It would provide an intuitive method to make yourself look like a real badass, all the while dicing creepers and slicing zombies into itzy bitzy pieces.
Slicing and Dicing
This part doesn't really need to be implemented, but it would provide a new kind of reward for fighting fancy. An attack with a sword or dagger will penetrate it's target (and several other weapons would too.) This penetration will spray bloody and fleshy particles from creepers and zombies, and bony ones from skeletons, as well as leaving a visible cut. Here's the cool part: You can cut bits off your enemies. If a cut penetrates all the way though, it will spray more particles and seperate off the smaller piece, giving you a nice view of monster insides while supplying all you gory needs for mutilation. To stop too many performance hits, a cut off piece that's too small will be deleted and exploded into more flesh particles. If the largest piece of a monster is too small, it is dead. Simple. Chop him in two or dice him into cubes, he'll be dead once you kill him enough. This would replace the current hearts system.
A Broken Leg is a F***ing Leg That's Broken
It's broken. As in it doesn't work any more. If you chop off a zombie's legs, it will start crawling towards you. If you dice a skeleton's right arm, it can't shoot you, and will start walking at you to bite you. If you amputate a zombie's arms, it will start trying to bite you. Once a body part of a monster or animal is mostly removed, it loses it's function. This won't be too bad for fps, as it won't be checked until after it's determined that the weapon has hit, and that is has cut through something.
Bows
The current bow system is very good, but still has room for improvement. Firstly, the drawing of the bow: It will start out like the current system, drawing stronger over time. However, the longer you hold the bow drawn, the shakier (less accurate) it gets, and after a while, your arm will be too tired, and you will have to draw again. Stronger bows will take longer to draw, but will fire further and faster.
There should also be different types of arrow. I won't outline the recipes here, but there will be normal, all-round arrows; wider-headed arrows that cut when they hit, but are heavier; sleek, thin arrows for piercing, which are lighter and rely on speed; and large, blunt arrows that fall out of the sky,that are mostly a joke but are very devastating when you fire downwards. Also, quivers that you can equip. Self-explanatory.
Magic
First note is that this isn't as steadfast as my other suggestions. I am open to change, and haven't put quite as much thought into this part. Let's go:
Exhaustion
This is quite simple. Casting spells will sap your character's mental and physical strength. That means it won't be the best of ideas to make a super-duper-powered-parkour-broadsword-dagger-battlemage. One thing would leave you too tired to do the other effectively.
Magical Items
The first kind of magical items are the single-use items. These are gems, ropes or other things which have magic bound to them. The big pro is that they don't sap you energy very much at all, but the con is that they take physical materials to make. For example, a Healer's Shattergem (a small gemstone that has an AoE when you throw it) would heal the same as the spell Rejuvinate, but would both exhaust your character twenty times less, and take a small ruby to make.
The second kind of magical items are empowering items. These are jewellery or other things which either are permanent or have durability, and change the damage, size, duration, or cost of a certain kind of spell. For example, a Ring of Cessation would increase damage of Wither, Corrupt, and Fear, and increase the size and duration of Darkness and Scatter. On the other hand, a Pendant of Focus would improve self-centred spells; it would increase the potency of Pulsation, Downbolt, Blitz, and Gale. I will elaborate on the spells later.
The third kind of magical items are enchanted items, which would be similar to the current enchanted items, except that they are affected by spells that affect all magic in an area.
Spells
These are the bread and butter of magic. I don't know yet how you should actually cast the spells themselves, but you can't cast a powerful spell too many times in succession. Each spell has an altar/beacon thing that you construct, and when you stand in the middle and focus the magic to the centre with an Eye of Ender, it infuses you with that spell. You can then use the altar to draw wild wisps of magic in (this will actually be an interesting task, you need a Eagleye potion to see and trap the wisps) and form them into power that you can store and use to cast the spell. Different spells need different kinds of power to cast, but there aren't too many different ones (I.E. You can use a Wither altar to get power for Darkness, as they both use black power). Wisps are released by their kinds of blocks periodically; for example, a dark cavern is the best place to find black magic, as the darkness slowly bleeds power. High in the air is the best place for light and air magic to be found, while a nature beacon would best be built in a rainforest. However, if you store opposite kinds of magic at the same time, both your stores are drained slowly of strength, promoting specialisation.
Here is the list of spells I've thought of so far, feel free to suggest more:
Black spells:
-Wither
A black comet-shaped bolt of darkness, thrown in the direction of your cursor. The first mob or player that it hits takes about six hearts damage, and becomes very exhausted. A simple spell; doesn't take too much magic.
-Corrupt
A larger projectile, Corrupt strongly poisons players or mobs in an area, and reverts grass to dirt. Simple and raw, but effective. Small to medium cast cost.
-Fear
Fear slows, poisons and weakens the first valid target it comes across (including you), ricocheting off of walls and ceilings. A powerful, costly spell, best used in single combat.
-Scatter
Scatter is an AoE around the player, pushing mobs, players and items away from the caster for a short period of time. It also forces nearby (10-15 blocks) plauers to drop their currently held item. Timing is everything with this one. Medium cast cost.
-Darkness
A powerful spell, Darkness centres a deep, murky black fog around you that only you can see through. Any players or mobs caught in it would be slowed, exhausted,and damaged over time. High magic cost.
Light spells:
-Rejuvinate
This spell heals 4-5 hearts to each player nearby, including the caster. Cheap, effective spell that is good to carry around.
-Enlighten
Casts a small, slow-moving projectile that gives off a lot of light. When it hits something, it hangs around for 2-3 minutes, then dissapates. A good, low-cost utillity spell.
-Rectify
This AoE projectile deals 8-9 hearts of damage to any undead in the blast, and halves any black magic stores of people hit. Medium cost.
-Protect
This self-centred AoE makes anyone withing 1-2 blocks of you invulnerable to attack for 3 seconds. Powerful, but does not protect against environmental damage. High cost.
Focus spells:
Focus is a unique type of spell. The magic for it is found in places where lots of magic is bound. For instance, an activated end portal will quickly bleed focus, and an old, well-used altar will bleed slowly too. Most focus spells are high-cost; it's a later game tool.
-Vanish
10 seconds of invisibillity, against mobs and players. Quite neat, but high cost.
-Phaze
Teleport to cursor. High speed ender pearl, neat combat tactic. Simple and effective, with a low-medium cost.
-Downbolt
Teleports you to the ground underneath you in a big lightning bolt. Deals damage to nearby mobs and players (3/4 hearts) on your arrival. Good fall breaker and dynamic entry. Medium cost.
-Blitz
This self-centred AoE makes lightning in a 10 block sphere around you, dealing damage to anything inside. Lasts about 4-5 seconds, and deals four heart in addition when the effect ends. High cost
-Pulsation
A quick burst of pure magic, Pulsation will reflect and projectiles close to you and cleanse you of any negative effects for 2 seconds. Powerful, and high cost.
-Soulstone
This spell heals you to full, gives you large magic stores of every element, and makes you invincible to damage. The catch is that you will lose 1.5 hearts each second until you die. More of a last resort than a mainstream spell, Soulstone is incredible powerful and extremely expensive. Expect to be working for a while to cast this. It's altar also kills you when you first gain the spell.
Other Notes
-Exhaustion impairs your ability to put force behind a blow.
-In PVP, you can be mutilated too. Be careful.
-There will be many kinds of weapons, including maces, warhammers and other blunt weapons. Have fun bashing their skulls in!
-There are implications that come with this kind of gore. Have fun amputating sheep legs and chicken wings. Remember to clean the grass up after!
-I'll be adding more spells later if applicable.
-After a magic spell ends or hits, about half the magic used to make it is released into wisps, which can then be channelled back into someone standing in an altar.
-Moving lights ARE possible. Just sayin'.
*Exaggeration
C&C welcome. What do I need to add? What loopholes are there? What isn't awesome enough? Thanks for reading this all!
Ok. I accept your opinion. Know any modders? :tongue.gif:
The thing about parkour is that it is completely optional. It's hard to do accidentally, and doesn't add any drawbacks to not using it, only benefits to using it. Anyway, thanks for posting!
if u make this i'll be very happy
Thanks! I've been getting that kind of response for a bit.
Sorry, I'm not a modder, but if you could find one, I'd be super duper happy!
I absolutely HATE magic suggestions. I do not like it. I don't want to cast magic, please! Enchantments are a good system, don't add magic casting, PLEASE!!!
Edit: Yes. Yes it did. So...topic gets locked immediately? Create completely identical topic.
Magic, just seems weird if you ask me, there is abit of magic already in-game, and it's very well done, so I dont know how your magic ideas will look like.