RNSReloaded.FuzzyMechanicPack 0.4.0
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 buff pattern.
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
element: put the damaging pattern name here, for example colormatch_activate to filter
only hits by that pattern. Not sure how this works with projectiles...
extraHit: set to false to disable damage by affected collisions
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.