You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Dear @phantamanta44,
I'm writing to inform you that I'm a big fan of your modding work and I would like to suggest some ideas of mine for adding them in a future Scape And d Run : Parasites compatibility. You may hear them or not, it's your mod after all, not mine so I have no jurisdiction over if you're going to implement them or not.
My ideas are
Traits
= Armor Traits =
"Cellular Adaptation" (Core Trait): Pros : The armor created from Parasite parts and materials has extremely poor base stats, but the armor can adapt to any damage (vanilla or modded) by having that damage type to deal less and less damage the point of having immunity (a.k.a damage resistance 100%) to that damage type. Cons : The armor is extremely weak against fire and the "Parasitic Bane" modifier.
"Intimidating Presence" (Core, Plates, Trim) : Everyone close to the player having that trait will get the Fear effect from Scape And Run : Parasites as long as they are within 10 blocks of the player having that trait.
"Indomitable" (Plates)
"Second Wind" (Trim)
= Weapons & Tools Traits =
"Reactive Evolution" (Handle, Bind) : Weapons and tools made out of parasitic materials are able to adapt their damage, attack speed and mining level based on the hardest block they've destroyed.
"Bloodlusted" (Head): Weapons made out of parasitic materials can grant the player the Rage effect from Scape And Run : Parasites after they've killed a mob or an animal.
"Sharp" (Head)
"Dense" (Handle)
= Modifiers =
"Parasitic Bane" : Killing ancient parasites should drop a (Tinker's Evolution mod exclusive) item called 'Ancient Core' this item can be used in order to get the "Parasitic Bane" modifier that can allow the players to fight against either parasites that have adapted to too many damage types or players that have the "Cellular Adaptation" modifier on their armor.
Feel free to tell me your opinion on my ideas
Sincerely,
SonRaon
The text was updated successfully, but these errors were encountered:
Dear @phantamanta44,
I'm writing to inform you that I'm a big fan of your modding work and I would like to suggest some ideas of mine for adding them in a future Scape And d Run : Parasites compatibility. You may hear them or not, it's your mod after all, not mine so I have no jurisdiction over if you're going to implement them or not.
My ideas are
= Armor Traits =
"Cellular Adaptation" (Core Trait): Pros : The armor created from Parasite parts and materials has extremely poor base stats, but the armor can adapt to any damage (vanilla or modded) by having that damage type to deal less and less damage the point of having immunity (a.k.a damage resistance 100%) to that damage type. Cons : The armor is extremely weak against fire and the "Parasitic Bane" modifier.
"Intimidating Presence" (Core, Plates, Trim) : Everyone close to the player having that trait will get the Fear effect from Scape And Run : Parasites as long as they are within 10 blocks of the player having that trait.
"Indomitable" (Plates)
"Second Wind" (Trim)
= Weapons & Tools Traits =
"Bloodlusted" (Head): Weapons made out of parasitic materials can grant the player the Rage effect from Scape And Run : Parasites after they've killed a mob or an animal.
"Sharp" (Head)
"Dense" (Handle)
= Modifiers =
"Parasitic Bane" : Killing ancient parasites should drop a (Tinker's Evolution mod exclusive) item called 'Ancient Core' this item can be used in order to get the "Parasitic Bane" modifier that can allow the players to fight against either parasites that have adapted to too many damage types or players that have the "Cellular Adaptation" modifier on their armor.
Feel free to tell me your opinion on my ideas
Sincerely,
SonRaon
The text was updated successfully, but these errors were encountered: