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Water Configuration Rework.

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Vahagn

Staff member
Plugin Developer
Verified Member
I want to suggest additions to the water configuration. Its mainly adding cooldown options to moves that normally don't have one.

Water Passive

I suggested a change to this in a thread called SwiftSwim Config, I then realized I should just make a whole thread containing everything I want to change about water's config specifically.

Healing Waters

It should have a cooldown for server owners who want to add a cooldown to it, because right now its exactly like swift swim, a waterbender can endlessly use this while swift swimming or underwater, due to the fact that most moves don't go underwater it makes them virtually invincible unless you get them out of the water. or are a waterbender yourself.

Code:
 HealingWaters:
      Enabled: true
      ShiftRequired: true
      Radius: 5
      Interval: 750
      Power: 1
      Duration: 70
      Cooldown:
        Enabled: false
        Cooldown: 3000
Phasechange

I made a thread on what I wanted to change about it, Phasechange Config Changes.

Water Arms

With Water Arms, you have 1 config option to fit them all, which doesn't work for servers who want to completely customize their config. Since Water Arms is a huge move, Im going to break up the move into each section to help you visualize what I'm saying.

Normal Config

Code:
WaterArms:
      Enabled: true
      Arms:
        InitialLength: 4
        SourceGrabRange: 4
        MaxAttacks: 10
        MaxAlternateUsage: 50
        MaxIceShots: 5
        Cooldown: 20000
        AllowPlantSource: true
        Lightning:
          Enabled: true
          Damage: 10.0
          KillUser: false
        Cooldowns:
          UsageCooldownEnabled: false
          UsageCooldown: 200
      Whip:
        MaxLength: 12
        MaxLengthWeak: 8
        NightAugments:
          MaxLength:
            Normal: 16
            FullMoon: 20
        Pull:
          Multiplier: 0.15
        Punch:
          PunchDamage: 0.5
          MaxLength: 6
          NightAugments:
            MaxLength:
              Normal: 11
              FullMoon: 13
        Grapple:
          RespectRegions: false
        Grab:
          HoldTime: 4500
      Freeze:
        Range: 20
        Damage: 2
Improved Config

I got rid of the 1 size fits all cooldown option. and added seperate cooldown options for each function of waterarms.

Code:
    WaterArms:
      Enabled: true
      Arms:
        InitialLength: 4
        SourceGrabRange: 4
        MaxAttacks: 10
        MaxAlternateUsage: 50
        MaxIceShots: 5
        Cooldown: 20000
        AllowPlantSource: true
        Lightning:
          Enabled: true
          Damage: 10.0
          KillUser: false
      Whip:
        MaxLength: 12
        MaxLengthWeak: 8
        NightAugments:
          MaxLength:
            Normal: 16
            FullMoon: 20
        Pull:
          Multiplier: 0.15
        Punch:
          PunchDamage: 0.5
          MaxLength: 6
          NightAugments:
            MaxLength:
              Normal: 11
              FullMoon: 13
         Cooldown: 600
        Grapple:
          RespectRegions: false
         Cooldown: 0
        Grab:
          HoldTime: 4500
          Cooldown: 5000
      Freeze:
        Range: 20
        Damage: 2
        Cooldown: 500

WaterSpout
Suggested by @SuperBower118 that when somebodies spout gets broken a cooldown activates. I wanted to suggest that just in general that your spout usage has a cooldown.

Code:
    WaterSpout:
      Enabled: true
      Height: 20
      Interval: 50
      BlockSpiral: false
      Particles: false
      Cooldown:
        CooldownOnlyOnDissipate: false
        Cooldown: 2000


I am aware that some of these suggestions have been suggested before I tried giving as much credit as I could find







 
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