Immersive Gameplay - Aura

Discussion in 'Showcases' started by Omanoctoa, Aug 7, 2018.

  1. Omanoctoa

    Omanoctoa Active Member
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    [HUGE UPDATE]

    Alright so after a major skill overhaul and a reconception of the whole Aura mob itself, I have recreated something far more versatile and decided to release the complete skill set I've created.

    I've updated the descriptions below accordingly.

    The new Aura mob is 5-part: 4 Variations and one 'Off' state, toggled by simply right-clicking.
    Each Variation provides more or less the same particle effect but with subtle differences such as the shape, duration, speed, etc. All the particles were updated apart from Crit and magicCrit because I didn't feel like changing those 2, though i probably will later.

    The Aura is plug-and-play, just copy the code bits into files in the proper MythicMob directories and summon an Aura with /mm mobs spawn Aura - right click to change the particle effects. Note that the Aura does NOTHING AT ALL unless you place it on the correct material. By default it has no particle effects, though I may change this later to something really simple. Also, it is supposed to glow when you click it, but for some reason does not...still working on this.


    ---------------------------------------

    Hello MM!

    I've been tinkering with this for a while and thought I would show off a mob I've been working on.

    Aura

    My server goal is an immersive environment where players are able to do things they normally aren't allowed to do. I thought...wouldn't it be neat to give players the ability to create portable, stationary particle effects without bulky commands, serious lag or having to grant OP permissions?

    [​IMG] Old screenshot showing 6 Aura mobs, in their former Armour Stand form. Now using Shulkers.

    Introducing the Aura. Aurae (pl of Aura) are No-AI Shulkers that create particle effects above them depending on what kind of block they are placed on. Breaking/killing the Aura destroys it and causes it to drop itself as a spawn egg, meaning it can be easily moved around. Right-clicking the Aura causes it to cycle through its 4 particle effect variations as well as a Disabled mode (4th click). Click a 5th time to turn it back on. The effects are pretty simple - it is fully capable of far more complicated effects but I'm just using it some basics. The goal is to give players the ability to create particles where they want without using complicated commands, permissions or creating excessive lag.

    There are 5 different Aura mobs (Aura, Aura2, Aura3, Aura4, AuraOff) but only the main Aura mob is needed, really.
    Code:
    Aura:
      Type: SHULKER
      Health: 10
      Skills:
      - message{msg="&9Aura summoned!"} @PIR{r=5} ~onSpawn
      - skill{s=ParticleEffects} @self ~onTimer:60
      - message{msg="&cAura destroyed!"} @PIR{r=5} ~onDeath
      - skill{s=AuraToggle} @self ~onInteract
      AITargetSelectors:
      - 0 clear
      AIGoalSelectors:
      - 0 clear
      DamageModifiers:
      - DROWNING -1
      - SUFFOCATION -1
      Drops:
      - AuraEgg 1 1
      Options:
      FollowRange: 1
      NoAI: true
      PreventTeleport: true
      PreventOtherDrops: true
      MovementSpeed: 0.0
      Despawn: false
      Silent: true
      Persistent: true
      Invincible: false
      HasArms: false
      HasGravity: true
      Collidable: false
      Invisible: false
    Aura2:
      Type: SHULKER
      Health: 10
      Skills:
      - message{msg="&9Aura toggled!"} @PIR{r=5} ~onSpawn
      - skill{s=ParticleEffects} @self ~onTimer:60
      - message{msg="&cAura destroyed!"} @PIR{r=5} ~onDeath
      - skill{s=AuraToggle} @self ~onInteract
      AITargetSelectors:
      - 0 clear
      AIGoalSelectors:
      - 0 clear
      DamageModifiers:
      - DROWNING -1
      - SUFFOCATION -1
      Drops:
      - AuraEgg 1 1
      Options:
      FollowRange: 1
      NoAI: true
      PreventTeleport: true
      PreventOtherDrops: true
      MovementSpeed: 0.0
      Despawn: false
      Silent: true
      Persistent: true
      Invincible: false
      HasArms: false
      HasGravity: true
      Collidable: false
      Invisible: false
    Aura3:
      Type: SHULKER
      Health: 10
      Skills:
      - message{msg="&9Aura toggled!"} @PIR{r=5} ~onSpawn
      - skill{s=ParticleEffects} @self ~onTimer:60
      - message{msg="&cAura destroyed!"} @PIR{r=5} ~onDeath
      - skill{s=AuraToggle} @self ~onInteract
      AITargetSelectors:
      - 0 clear
      AIGoalSelectors:
      - 0 clear
      DamageModifiers:
      - DROWNING -1
      - SUFFOCATION -1
      Drops:
      - AuraEgg 1 1
      Options:
      FollowRange: 1
      NoAI: true
      PreventTeleport: true
      PreventOtherDrops: true
      MovementSpeed: 0.0
      Despawn: false
      Silent: true
      Persistent: true
      Invincible: false
      HasArms: false
      HasGravity: true
      Collidable: false
      Invisible: false
    Aura4:
      Type: SHULKER
      Health: 10
      Skills:
      - message{msg="&9Aura toggled!"} @PIR{r=5} ~onSpawn
      - skill{s=ParticleEffects} @self ~onTimer:60
      - message{msg="&cAura destroyed!"} @PIR{r=5} ~onDeath
      - skill{s=AuraToggle} @self ~onInteract
      AITargetSelectors:
      - 0 clear
      AIGoalSelectors:
      - 0 clear
      DamageModifiers:
      - DROWNING -1
      - SUFFOCATION -1
      Drops:
      - AuraEgg 1 1
      Options:
      FollowRange: 1
      NoAI: true
      PreventTeleport: true
      PreventOtherDrops: true
      MovementSpeed: 0.0
      Despawn: false
      Silent: true
      Persistent: true
      Invincible: false
      HasArms: false
      HasGravity: true
      Collidable: false
      Invisible: false
    AuraOff:
      Type: SHULKER
      Health: 10
      Skills:
      - message{msg="&8Aura disabled!"} @PIR{r=5} ~onSpawn
      - skill{s=AuraDrop} @self ~onDeath
      - skill{s=AuraToggle} @self ~onInteract
      AITargetSelectors:
      - 0 clear
      AIGoalSelectors:
      - 0 clear
      Options:
      FollowRange: 1
      NoAI: true
      PreventTeleport: true
      PreventOtherDrops: true
      MovementSpeed: 0.0
      Despawn: false
      Silent: true
      Persistent: true
      Invincible: false
      HasArms: false
      HasGravity: true
      Collidable: false
      Invisible: false
    
    To use the single, standalone Aura with no particle-effect cycling, just remove the
    - skill{s=AuraToggle} @self ~onInteract line and leave out the other 4 mobs.

    Alright...this is a big one.
    > https://pastebin.com/JjR8Ti5J
    ...Don't say I didn't warn you...

    Note the commented Skill lines... I tried to get the Aura to display different coloured reddust particles based on the colour of wool it was placed on, but it is not possible to use block data in onBlock Conditions. If you know how to do this, some feedback would be greatly appreciated. Pending in next MM release.

    I'm aware this isn't the most complicated mob and it is greatly scaled back in terms of what it can do. This is just to spur your imagination into an immersive gameplay feature.

    The idea is players would use a custom crafting recipe to create the spawn eggs (fairly expensive) rewarding them for collecting valuable resources and giving experienced players new goals. Players could also create their own arenas, temples, factories, etc and such particle effects would be spendid additions! Here is the Mob Egg code:
    Code:
    AuraEgg:
      Id: 383
      Display: '§7§l-= §9Aura Egg §7§l=-'
      Lore:
      - '§8§oA Mythical Egg that can'
      - '§8§obe used to resurrect a'
      - '§8§oAura'

    Much more up-to-date screenshot...
    [​IMG]
     
    #1
    Last edited: Sep 8, 2018
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  2. Omanoctoa

    Omanoctoa Active Member
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    A partially complete list of effect variations and material types. Add or change them as you want, this is how I have it set up to make materials more valuable:

    Magma Block - Lava Spark particles, with random pauses to make it more interesting.
    - Column
    - Flat
    - Delayed Eruption from single point

    Bookshelf - Enchantment Table Glyphs that gravitate towards the center.
    - Column
    - Flat
    - Chaotic Glyphs that float every which way

    Beacon - Lightning strikes every few seconds
    - Increased frequency when raining, but no changes when interacted with.

    Quartz (or variant) - End Rod Particles
    - Flat
    - Vortex
    - Rings

    Gold Block - Crit particles

    Prismarine (or variant) - Magic Crit particles

    Diamond Block - Magic Crit Sphere (Shield)

    Purpur Block (or variant) - Dragon's Breath particles
    - Column
    - Flat
    - Vortex

    Coal Block - Smoke and Large-Smoke particles
    - Tall plume
    - Flat, lightly smoking
    - Flat, heavily smoking

    TNT - Angry Villager particles (storm clouds)
    - Column
    - Flat
    - Single-point of intermittent particles - great for over someone's head!

    Iron Block - Mob Spell Ambient particles
    - Mob Spell particles (opaque)
    - Ambient Column (transparent)
    - Mob Spell Column (opaque)

    Redstone Block - Heart particles
    - Small, intermittent Heart particles
    - Verticle line of Hearts
    - Heartbeat, single point of steady Heart particles

    Quartz Ore - Flame particles
    - Column
    - Flat
    - Single-point of dense flames

    Jukebox - Music Notes
    - Boomboomboom Consistent burst from center, spreading out.
    - Small area of random music notes, inconsistent
    - Tiny, single-point of Music Note particles

    Emerald Block - Happy Villager particles
    - Column
    - Flat
    - Single-point

    Mossy Cobblestone - Witch particles
    - Column
    - Flat
    - Single-point

    Sponge - Bubbles!! (Remember, must be placed underwater!)
    - Column
    - Flat
    - Dense at center, spreading upwards

    End Stone/ Obsidian - Portal particles, gravitating towards center
    - Column
    - Flat
    - Chaotic Portal particles floating every which way

    Lapis Ore - Water Drips falling from high above
    - Dense Water Drips from high above (heavier rain)
    - Lava Drips from high above
    - Dense lava Drips from above (looks epic)
     
    #2
    Last edited: Sep 8, 2018
  3. Zetabot

    Zetabot New Member

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    maybe instead of hitting it to destroy it, it could register the hit on a scoreboard, and you could hit it again to subtract that value, and give the particle skills a condition involving the scoreboard.
     
    #3
  4. Omanoctoa

    Omanoctoa Active Member
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    Would that work per-Aura, or would it toggle them all, though?
     
    #4
  5. Zetabot

    Zetabot New Member

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    you could just add the same condition to each particle skill, and that should toggle them all, right?
     
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  6. Omanoctoa

    Omanoctoa Active Member
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    Oh no, not the different particle effects, I mean if I used the scoreboard to toggle the particles, would it not toggle all the Auras in the world at once?
     
    #6
  7. Zetabot

    Zetabot New Member

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    #7
  8. AnimalMace

    AnimalMace Member

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    You could add diffrent ways of spawning the particles that could be configured ingame? That would be cool to be honest,
     
    #8
  9. Omanoctoa

    Omanoctoa Active Member
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    My goal is to make them immersive and command-less. Maybe the using scoreboard to switch between different effects would be neat, but I think it would be neat to be able to read the blocks beneath the Aura and if they are all of the same onBlock type, change the effect. So one magma block would give small lava particles, sitting on 2 blocks would yield larger particles, sitting on 3 blocks would would yield wider, flatter particles. But I feel this would cause more stress on performance as it would need to read 3 blocks instead of one.
     
    #9
  10. Omanoctoa

    Omanoctoa Active Member
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    Ok so I've tried making the particles more intense if there are more blocks under the Aura of the conditioned type. Obviously onBlock doesn't work for the second layer of blocks so I tried using blocktype{t=diamond_block} and a Location{c=~,~-2,~} targeter but that doesn't work. Any idea how to make it check more than just the block under the Aura? I tried using MMExt's testfor condition but it does not work with testforblock checks. I would prefer not to use dummy mobs either, although that's the way I think I'll need to go, due to potential performance issues since these are player-summoned mobs.

    Any thoughts?
     
    #10
  11. AnimalMace

    AnimalMace Member

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    DMed an idea at discord that could work ^^
     
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  12. Barney

    Barney Member

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    I would summon a useless mob with the same name // health but no original skills or effects, remove the mob on interact. Then when they interact the useless mob it spawns the effect mob again. Then this can be toggled on/off. This is how I would do it. But maybe make a particle to hide the "flicker" when the mob despawns and respawns.
     
    #12
  13. Omanoctoa

    Omanoctoa Active Member
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    @Barney Ooh that's creative! Swap out the active mob for an inactive mob... I really like that idea. It would just just as easy to allow it to cycle through a few variants of Aurae with larger/different effects! Great suggestion! Thankyou!

    @AnimalMace Awesome suggestion man! Thanks alot!!
     
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  14. Barney

    Barney Member

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    Np :)
     
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  15. Omanoctoa

    Omanoctoa Active Member
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    [​IMG]
    A new screenshot showcasing 3 effects...
    Beacon: Lightning (strikes much more often in the rain)
    Emerald Block: Happy Villager particles (variant 4 - dense)
    Lapis Ore: Drips from above (variant 4 - dense lava drips)

    @Barney Want to thank you for the idea of swapping out the Aura mob for different effects. It took a while but was pretty easy to do, and I think I set the skills up in the most streamlined fashion.
     
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  16. Barney

    Barney Member

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    Glad it worked :D
     
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  17. Omanoctoa

    Omanoctoa Active Member
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    If you would like help setting up an Aura or installing it on your server, or a live demonstration of its abilities, send me a PM!
     
    #17
  18. Omanoctoa

    Omanoctoa Active Member
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    [​IMG]
    A better Aura showcase
     
    #18
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