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[Outdated] WaterArms non-multiability

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MeskenasBoii

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Making and keeping the waterarms a multiability imo is wasteful, because most of the subabilities are essentialy the same thing of an existing stock abilities (freeze being icespike, spear - torrent). Instead here's how I suggest changing it.

  1. Just keep the WaterArms how it is rn, but get rid of the code that activating makes it change the binds and gives it off the punch, grab, freeze and spear features.
  2. Retweak it so that its tentacles are kept still toggled when scrolling through binds.
  3. Give the code to check whenever the user of this ability has Torrent selected, and if it is positive:
    • left clicking once will execute the punch feature.
    • left clicking twice will execute the spear feature.
  4. Have the code to check whenever the user of this ability has IceSpike selected, and if it is positive - Left C. will execute the freeze feature.
  5. Allow the code to check... has OctopusForm selected, if it is positive - left click will execute the grab feature.
  6. As for the WaterArms ability alone, tweak it so that it does both: grabble [when clicked at a block] and pull [when clicked at a entity]
  7. More about Grabble - limit it so that it only works on vertical non-smooth surfaces, because:
    • a) mobility is way to op, offering almost or same as an airbender's level to the waterbenders.
    • b) doesn't make much sense to use it as transportation on ground only
    • c) doesn't make sense that it allows elevation with the support of fully smooth walls where aesthetically there's no where for the hooks to grab onto to fling the player.
  8. To disable it all, tap sneak and double left click with Waterarms selected or just use the standby emergency switch - /b t.
Another thing I wanna point, that multi-a. WaterArms is cheap because its copycat subabilities just saves-up 3 slots for their counterpart abilities. Players can just freeze players, shoot shards and hit entities with one bind without having Torrent, IceSpike and Surge equiped. It just feels unnecessary and unfair from other elemental benders view.
 
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MeskenasBoii

Verified Member
An In-game demonstrative example: (For the sake of clarification). Bob activate WaterArms by sneaking at a waterblock or with bottles. Binds are left unchaged. With WaterArms selected, he can use grabble by left clicking a block and grab someone by left clicking an entity. Bob switches to Torrent, waterarms still remain, and he left clicks. With that click, the tentacle of the arm streches to punch the target (or nothing if you click that) and it retracts backs. Bob then double left clicks with Torrent, which results in one of the tentacles sending off to something/someone and freezes it, losing the tentacle as it unattached. Bob's left with one tentacle. He switches to OctopusForm and Left Clicks to use GRAB. Later he switches to IceSpike and left clicks - which sends off an iceblock from one of the arms and to another if clicked once again. Finally, Bob deactivates the waterarms by selecting WaterArms and taps sneak key.
 

MeskenasBoii

Verified Member
Thanks. 50% of the WaterArms is just what waterbending in arsenal has independently without this ability. Having icespike in WaterArms when you don't have it binded alone makes just no sense to me. Heck, it's so unnecessary and adds all that confusion how-do-I-use-this-complex-ability-again when questioned. Deactivate this ability is just weirds, because why not just a simple tap sneak? << That in a bonus would fix the swiftswim abuse, which we covered in another thread that most of us dislike that passive.
 
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