Blood Magic

Blood Magic

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[Feature request, or rather mechanic suggestion] Making bound tools great again (I think?)

VanSilke opened this issue ยท 1 comments

commented

Right off the bat I'm going to say that I have no idea whether you've got a clear plan for them and I'm fully aware, that what I'm about to say may sound like a ton of work to implement, and it probably will.

I'm also not sure if you take /suggestions/ but hey, at least I can hope. Plus, I can be creative for a moment

Meat of the suggestion/feature:
Add a single inventory slot to the bound tool, similar to the one in the Sigil of Holding, accessed by the same button.

The slot would then accept only sigils or other specific items.

The tool would then acquire special properties at the cost of LP drain so long as the tool remains active and is held in main hand.

From there onward it opens up tons of possibilities and provides a way to customise player's bound tools.

If you think that a tool shouldn't have its contents switched so easily, it could be done via alchemy arrays (desired reagent+bound tool)

Possible list of effects:

Blood Orb - straight up strengthen the tool but drain LP when activated. Higher tiers would of course strengthen the tool more and drain more LP. Such thing would automatically keep a bound item balanced in early game and keep it relevant in late game.

Air - knock a mob straight upwards with half the strength of an effect
Water - inflict Weakness and possibly water damage
Lava - autosmelt mined ores; inflict fire damage
Void - prevent mob/mine drops; inflict void damage?
Green Grove - replant the crop upon harvesting; Turn the damage into healing
Blood Lamp - grant Night Vision for a couple seconds
Elemental Affinity - grant immunities for a couple seconds
Magnetism -automatically pick up mined blocks and mob drops;
Suppression - idunno
Haste - grant Speed for a couple seconds
Fast Miner - grant Haste for a couple seconds
Phantom Bridge - idunno
Whirlwind - inflict mad knockback
Compression - automatically compress drops
Ender Severance - activate the same effect for a couple seconds
Teleposition - Teleport hit entities on top of the selected Teleposer. Obviously shouldn't work on bosses
Transposition - If the sigil was used to absorb a chest, drop contents will end up in that chest
Claw - add extra attack damage; apply cutting fluid to drops?
Elasticity - idunno
Winter's Breath - apply Silk Touch; inflict Slowness

Oh also, it's not a part of this feature request/suggestion, but if you ever designed extra bound items, I'd be more than happy to texture them for you (minus modelling)
A few I thought of was a Bound Chest, which is simply an Ender Chest with double the inventory.
( and a bound shield, but I'm not really sure how would it work since current shield is already OP)

commented

Bound tools are due a rework, similar suggestions to the standing ISentientSwordEffectProvider impelementation.

Enhancement?