TehPandaKing
Verified Member
I'm going to get right to the point and say that move-charging needs to be expanded on, because it is really lame as of right now.
For example, the default earthsmash looks like this:
As shown in the picture above, earthsmash uses a decent amount of earth , and creates a small sized boulder. Let's say the charge time is 1.2 seconds (as it is in my config) and it does 3 hearts of damage, along with a range of 30 and knockback of 3.5.
I suggest the charge time be lowered to 0.6 seconds for the first charge (more info below) and 1/2 heart for the damage however the range would be drastically lowered to 10, and the knockback would be 0.5. (It looks like the normal earthsmash)
The second charge would be 1.2 seconds, and do 2 hearts of damage, with a range of 25 and a knockback of 2.5. However it uses more earth than the first charge! (It looks like this)
The third charge would be 1.8 seconds, and do 3.5 hearts of damage with a range of 35 and a knockback of 3.5, a range of 35, and a knockback of 3.5. This uses even more earth than the second charge! (It looks like this)
IMPORTANT: \V/
General information about charges:
Charges can be indicated in a few ways, really up to the pk team to make this decision.
I recommend that the first charge has a small amount of particles, with more particles added for every charge.
Although this could also be done with the particles changing colors, that would look kind of weird.
More examples below.
Default raiseearth : (also the first charge)
Second charge: (the wall raises another block to the left and right)
Third charge: (the wall raises another layer to be two blocks thick)
Default torrent: (also the first charge)
Second charge would have the torrent being a little longer, too lazy to make a picture and I think it's kinda obvious
Third charge would be a full circle, with the general info about charging applied here (more damage, knockback, range, and uses more than 1 bottle/block of water)
credits : thx gang for supporting me and inspiring me to post this even though i was lazy and didnt want to.
For example, the default earthsmash looks like this:
As shown in the picture above, earthsmash uses a decent amount of earth , and creates a small sized boulder. Let's say the charge time is 1.2 seconds (as it is in my config) and it does 3 hearts of damage, along with a range of 30 and knockback of 3.5.
I suggest the charge time be lowered to 0.6 seconds for the first charge (more info below) and 1/2 heart for the damage however the range would be drastically lowered to 10, and the knockback would be 0.5. (It looks like the normal earthsmash)
The second charge would be 1.2 seconds, and do 2 hearts of damage, with a range of 25 and a knockback of 2.5. However it uses more earth than the first charge! (It looks like this)
The third charge would be 1.8 seconds, and do 3.5 hearts of damage with a range of 35 and a knockback of 3.5, a range of 35, and a knockback of 3.5. This uses even more earth than the second charge! (It looks like this)
IMPORTANT: \V/
General information about charges:
- The first charge takes a small amount of time to do, with a small amount of damage, range, and knockback. (and uses the least amount of water or earth , if applicable) If it is a non-damaging move that has no knockback (raiseearth) then it would be the normal size
- The second charge is like the current values, it has a decent amount of damage, range, and knockback. ( and uses a bit more amount of water or earth) If it is a non-damaging move that has no knockback (raiseearth) then it would be bigger/more effective (like waterwave being charged would last longer)
- The third charge is a stronger version, that takes a bit longer to charge, with more damage, range, and knockback (but uses a lot of water or earth!) If it is a non-damaging move that has no knockback (raiseearth) then it would much more effective. (wouldn't last longer but would be much faster)
Charges can be indicated in a few ways, really up to the pk team to make this decision.
I recommend that the first charge has a small amount of particles, with more particles added for every charge.
Although this could also be done with the particles changing colors, that would look kind of weird.
More examples below.
Default raiseearth : (also the first charge)
Second charge: (the wall raises another block to the left and right)
Third charge: (the wall raises another layer to be two blocks thick)
Default torrent: (also the first charge)
Second charge would have the torrent being a little longer, too lazy to make a picture and I think it's kinda obvious
Third charge would be a full circle, with the general info about charging applied here (more damage, knockback, range, and uses more than 1 bottle/block of water)
credits : thx gang for supporting me and inspiring me to post this even though i was lazy and didnt want to.