RNSReloaded.FuzzyMechanicPack 0.3.0
Fuzzy's Mechanic Pack
Limits online play.
A bunch of custom mechanics to use in fights.
Buff on Hit
Whenever a player is hit by an attack from the enemy using this, they'll get a buff. Attacks from other enemies will not buff the player. Can be used with custom buffs.
Call this by using bp_apply_hbs_synced
and passing in the following custom arguments:
type: set this to 1 to enable this variant. 0 will always be default colormatch.
Higher values may be used for future variants
hbsIndex: the index of the buff to add (string hbsName for Reloaded callers)
hbsDuration: the duration of the buff
hbsStrength: the strength of the buff
trgBinary: which players will get buffs
eraseDelay: how long until the pattern ends and players are no longer buffed
timeBetween: duration that must pass before a player can be re-buffed, to prevent spamming
Bullet Delete
Create your own custom bullet deletion zones, to make safe spaces during bullet spam patterns.
Call this by using bp_fieldlimit_rectangle
and passing in the following custom arguments:
type: set this to 1 to enable this variant. 0 will always be default fieldlimit_rectangle.
Higher values may be used for future variants
spawnDelay: how long until it starts erasing bullets
eraseDelay: how long until it stops erasing bullets. 0 (default) is permanent
x, y: Coordinates for the center of the field
width/height/radius: Either specify width and height for a rectangle, or radius for a circle field
stat: set to 1 if you want to invert the field (delete all bullets outside it instead of inside)
Colormatch Swap
A colormatch, but with special rings that change the color of your ring when you stand in them.
I recommend combining it with other mechanics that restrict movement to force people to think about their colors.
Call this by using bp_colormatch
and passing in the following custom arguments:
type: set this to 1 to enable this variant. 0 will always be default colormatch.
Higher values may be used for future variants
number: number of colors to use (up to 4 supported)
warningDelay, spawnDelay, radius, warnMsg, displayNumber as normal
(displayNumber displays on ALL circles, damage and set)
posX_<i>, posY_<i>: coordinates for circle to set player color to i
offX_<i>, offY_<i>: coordinates for matching color i (set to -1, -1 to disable)
orderBin_<i>: Which players start with color i. There should be no bits enabled in more than one of these (disjoint)
playerId_<i>: color i (used as element_<i>, since there's no indexed element variable)
amount: radius of the circles that set your color (since there's no radius2 variable)
No packages depend on RNSReloaded.FuzzyMechanicPack.