Yes that is very possible and simple to do, however I don't think i'll do ranks with the Attunements. This way Attunements don't look like Enchants/Augments.
As for increasing the cost of activating the talisman / Amulets, I'll tack that on.
I am guessing this is how it would look then...
Talisman:
Unattuned: Activate Cost: 10 soul and 20 blood.
Soul Attuned: Activate Cost: 20 souls.
Blood Attuned: Activate Cost: 40 blood.
@ Oh I was wondering do the augments work on other ranged weapons added by other mods? Like could I have Blight on a Balkon's weaponmod's musket? :B
Yes, I made sure all Augments are compatible with other Mods and weapon types .
So far my favorite thing to have is Bloodletting, Blight, Afterlife on my Bow
So the blood keeper can hold more blood than the soulkeeper can hold souls? (that's what I'm getting from that)
Let's go with 15 souls for soul attuned, and 30 blood for blood attuned. Slight increase, but doesn't make it take the entire keeper.So the Goblet won't make it in either? Bummer.
Oh so you could keep the Spectral Mirror and the Lunar Dial in the game (since I'm assuming you can only summon bloodmoon during a fullmoon) the spectral mirror should use regular glass panels on the outer edges and a ghast's tear in the middle slot, with the lunar dial using glass on the left and right middle slots, with ghast tears in the top and bottom middle slots.
Honestly I had the buffs with the talismans in mind. Haha, even though we were talking about the amulets. Is there a way to code the augment so it gives 1 of several random effects? If so I was thinking this, also bolded parts are what are affected by enchant rank.
Soul Attuned: Removes blood cost of item, while soul cost is at 20/10. Has a 33% chance of giving a regen and haste buff for 15/30 sec., refund half/all the soul cost of the use, or nothing.
Blood Attuned: Removes soul cost of the item, while blood cost is at 20/10. Has a 33% chance of giving a damage and damage resistance buff for 15/30 sec., refund half/all the blood cost of the item use, or nothing.Also, yes. Have the unattuned items cost both.Oh I was wondering do the augments work on other ranged weapons added by other mods? Like could I have Blight on a Balkon's weaponmod's musket? :B
(took some time to read all the post after my last one.....so many of them....)
Solemn,I think your attuned amulet(or talisman) is a good idea,but the cost for the augment is a bit too low, as the given effects after the talisman saved you is powerful enough for you to survive in a sticky situation....
for the effects,I also think the blood attuned one should have a speed 1 in it,because the blood one seems to set for death in battle...(am I right?
The original cost I stated earlier was for when the idea was *just* for the attunement without the buffs tacked on after res. I stated in the post with the buffs suggestion that it should have a cost similar to other augments. I'd rather not have overlap honestly, I like the idea of the souls giving something of an adrenaline boost (thus regen and haste), where the blood is a bit of a bloodlust (greater damage, and greater damage resistance). Sure one could argue bloodlust has also been shown as a speedboost in many games, but it's been either way. Example of a game that actually has two different versions is WoW, where the orcs have a damage increase bloodlust (though I think it's called blood rage here, but acts as the same thing), and trolls have a speed increase bloodlust.
Did you see my suggestions for the augment path right above darkmega's post? I honestly think you should just go with that, and tack on some bonus effects, if it's possible anyways. Usually best to just keep it simple, don't want to take a complicated path and have it bite you in the ass later down the line.
If you want to beef up the augments so they earn their place as enchant ids. You could have the Soul Attuned augment give a haste and regen buff after ressurection, and the Blood Attuned augment give a % reduction on damage taken and a % amplification on damage done for a short time. Could have both sets of buffs last about 30 seconds. Then you could also legitimately make the cost to augment them more comparable to the other augments.
Unaugmented amulets would require both resources, while an attuned amulet would remove the cost of the other resource, but double the specified resource.
I think this solves the issue without an immense hassle.
What you could do, is try to have the attunement be an augment specifically for the amulets. That way it's an enchant specifically for those items, that orients it towards using one resource or the other. It could cost like, 5 soul or 5 blood to augment. Then they could simply be called Soul Attuned and Blood Attuned.
The res Talismans work properly in hardcore mode right? I end up only really playing in hardcore mode and it would be awesome to have. Having the game respawn you is one thing, having an item that does it that you must maintain is another. the suspense and danger of hardcore is where it's at!
Just waiting on this mod before I start playing Minecraft again. Needs dem amulets for my hardcore world :B AND I HUNGER FOR SOULS AND BLOOOD. herpderp.
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So the blood keeper can hold more blood than the soulkeeper can hold souls? (that's what I'm getting from that)
Let's go with 15 souls for soul attuned, and 30 blood for blood attuned. Slight increase, but doesn't make it take the entire keeper.So the Goblet won't make it in either? Bummer.
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Soul Attuned: Removes blood cost of item, while soul cost is at 20/10. Has a 33% chance of giving a regen and haste buff for 15/30 sec., refund half/all the soul cost of the use, or nothing.
Blood Attuned: Removes soul cost of the item, while blood cost is at 20/10. Has a 33% chance of giving a damage and damage resistance buff for 15/30 sec., refund half/all the blood cost of the item use, or nothing.Also, yes. Have the unattuned items cost both.Oh I was wondering do the augments work on other ranged weapons added by other mods? Like could I have Blight on a Balkon's weaponmod's musket? :B
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The original cost I stated earlier was for when the idea was *just* for the attunement without the buffs tacked on after res. I stated in the post with the buffs suggestion that it should have a cost similar to other augments. I'd rather not have overlap honestly, I like the idea of the souls giving something of an adrenaline boost (thus regen and haste), where the blood is a bit of a bloodlust (greater damage, and greater damage resistance). Sure one could argue bloodlust has also been shown as a speedboost in many games, but it's been either way. Example of a game that actually has two different versions is WoW, where the orcs have a damage increase bloodlust (though I think it's called blood rage here, but acts as the same thing), and trolls have a speed increase bloodlust.
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Unaugmented amulets would require both resources, while an attuned amulet would remove the cost of the other resource, but double the specified resource.
I think this solves the issue without an immense hassle.
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