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View Code? Open in Web Editor NEWAtum 2: Return to the Sands - Adds an entirely new Egyptian-themed dimension to Minecraft
Atum 2: Return to the Sands - Adds an entirely new Egyptian-themed dimension to Minecraft
In ModelBase format. Can be made in Tabula
Effect:
"Regeneration" "Regenerates health slowly while held."
Applies Regeneration I while you hold it. Has a total durability of 2 minutes (if we can make this only count down while you're holding it that'd be great.) A swirl of small pink particles swirl around you while its active.
Update of old 'Isis's Healing' artifact.
Effect:
"Exile" "Fully charged attacks have extra knockback."
Follows Diamond Axe statline, when you strike a foe with a full charge it has a substantial amount of knockback (let's try 2x knockback first.)
When a foe is struck with this extra knockback a swirl of light grey swirls erupts upwards from them.
Relabel/reskin of old 'Sobek's Rage' artifact.
Effect:
"Split Arrow" "Shoots two arrows at once."
Fires a black arrow and a white arrow, doesn't rely on charge level, just always does it. Both arrows have a little variance on power/angle/speed. Sprays small black and white particles if fired on full charge.
Relabel/reskin of old 'Neith's Audacity' artifact.
Effect:
"Umbral Protection" "You are immune to Wither and attackers are Withered."
You can no longer be impacted by Wither from enemies. Enemies that hit you have a 25% chance to suffer Wither I for 4 seconds. There is a spray of black particles when they strike you if this triggers.
Needs a render as part of this full armor set.
Effect:
"Soul Pact" "When you die while holding this, you will keep your items."
If you die while holding this you will retain all of your items, held or in your backpack. Has 3 charges before it breaks. If activated you spray out purple skull particles in all directions with a ghostly noise.
Relabel/reskin of old 'Anubis's Mercy' artifact.
Effect:
"Mighty Slam" "Stuns foe on full charge."
We could set a cripplingly high attack speed/movement speed debuff for a second or two if there's no equivalent "stun" effect. If that's not possible we might just make it a "sweep" area of effect attack on full charge.
When you strike with a full charge it sprays out orange particles.
Relabel/reskin of old 'Anhur's Might' artifact.
Effect:
"Explosive Arrow" "Fully charged arrows explode on impact."
Has a longer charge time on its arrow, 2 seconds instead of 1. Its fully charged arrow explodes like a small bomb but doesn't damage terrain. The arrow hisses like TNT as it flies through the air. No particles except the typical explosive ones.
Relabel/reskin of old 'Monthu's Blast" artifact.
Effect:
"Sowing" "Tilled ground is blessed with increased growth rate."
Magical hoe, creates special tilled ground that makes things grow faster that are planted in it. Might have to use our own custom "alternate tilled ground" that's made on fertile soil with it.
Small blue particles slowly rise up from the ground tilled with this tool.
Relabel/reskin of old 'Geb's Blessing' artifact.
Effect:
"Arrow Rain" "When fully charged, arrow splits into smaller arrows."
When fired while fully charged, after a certain distance it splits into multiple "mini arrows" (3-5?) that drop almost straight down with a rather large variance of angle.
Fully charged the bow drips water particles, the arrow could also drip a little before splitting.
Effect:
"Wrath" "Strikes foes with lightning if thrown."
Normally works like a weaker sword (4-5 damage?), but can be thrown if charged and if it hits an enemy while being thrown it strikes them with lightning.
No particle effects sans the Lightning Strike on thrown.
Relabel/reskin of old 'Nut's Call' artifact.
Effect:
"Venomous" "Poisons on full charge."
When fully charged the dagger applies Poison II for 4 seconds on the foe. A spray of green droplets when you strike the foe.
As a "Diamond Dagger" it has the following stats: 4 damage, 2 speed, 0.75 recovery.
Relabel/reskin of old 'Hedetet's Sting' artifact.
So not entirelly sure if this is supposed to happen but in my world when I die i respawn in the Autm dimension at the coordinates for spawn in the overworld. In my case though this is really bad becasue my hosue is 8000 blocks from spawn so I ahve to trek 8000 blocks in the atum to get back to my portal to leacve the atum. If there is a way to change that i would really like to know how. Thank you
Assassins are Bandits that are very quick, they climb walls, open doors, flip any switch they walk by. They carry a Poison Dagger. Very rare spawn, very long aggro range.
0.30 Spd, 50 HP, 6 Damage, 16 Exp
When they hit apply Poison 2 for 5 seconds.
Drops: 1 Poisoned Dagger (Damaged) (10%), 2-3 Dusty Atum Coins (25%), Random Poison Potion
Effect:
"Dusk" "Chance to apply Wither on hit or block."
For starters, can block like old swords, reducing damage taken by 50% but taking the damage blocked as durability damage to the weapon. Must be in offhand to activate this. When you strike a foe or block an attack with this weapon there is a 25% chance to apply Wither I for 4 seconds to the foe. A spray of black particles happens when this activates. If you also have Nuit's Ire equipped it applies Wither II instead.
As a "Diamond Khopesh" it has the following stats:
Damage 5, Speed 1.4, Recovery 0.83
Effect:
"Slam" "Fully charged attacks knockback and strike all nearby foes."
As says, when its fully charged it has a "Sweep" with bonus knockback (not a ton more, just a little) that hits nearby foes as well.
When you activate this it swirls out a bunch of smoke particles in Montu's colors.
Relabel/reskin of old 'Monthu's Strike" artifact.
Arrow Traps fire an arrow when you step in front of them (let's say 6 block range?) or on top of them, damaging the player for 4 damage if it hits them. The typical arrow "thunk" sound should be played as if the arrow was being fired from a dispenser with a small bit of smoke or something from the device.
The Arrow Trap remains "on" as long as you stand in front of it, firing every 4 seconds.
Investigate whether its possible to add a configuration option for players to start in Atum rather than the Overworld. Very common request.
Effect:
"Sweep" "Fully charged attacks launch foes into the air."
A fully charged attack knocks a foe into the air, let's say 4-5 blocks. An eruption of blue swirls upwards when you do such.
As a "Diamond Gauntlet", it has 6 damage, 1.3 speed, 0.9 Recovery.
Relabel/reskin of old 'Nu's Flux' artifact.
Modified mineshafts for Atum. Two variations: "Deadwood" and "Limestone". Deadwood replace all the wood with Deadwood, Limestone replace it with Limestone Walls and blocks.
Tarantula spawners are the main type in both. Forsaken spawners can also be found in Deadwood, Stone Soldier spawners in Limestone.
Effect:
"Poison Arrow" "Fires an arrow that poisons foes."
Doesn't require full charge to poison an enemy, but all arrows apply Poison I for 4 seconds on hit. When fully charged the bow itself drips little green droplets. The arrows always drip little green drops.
Relabel/reskin of old 'Hedetet's Sting' artifact.
Effect:
"Soul Drinker" "Absorbs the souls of slain foes, growing stronger."
As you slay foes it will grow stronger and stronger. Each tier enhances all the stats and abilities of the sword. If you die without holding #33 Anubis's Mercy you will lose 1/2 of the stored souls (and a ghostly noise will play when you die.) It should note the amount of stored souls on the sword itself.
Tier 0 (Start)
6 Dam
1.6 Spd
0.625 Rec
Tier 1 (50 enemies slain)
7 Dam
1.7 Spd
0.625 Rec
Tier 2 (150 enemies slain)
8 Dam
1.8 Spd
0.7 Rec
Tier 3 (500 enemies slain)
10 Dam
2 Spd
0.8 Rec
Effect changes to "Soul Unraveler" "When fully charged deals extra damage to Living foes." (The bonus damage is basically 50% more.)
Also constantly drips dark purple droplets at this tier.
Need a render made for the armor set that matches the artwork.
Need a render made for the armor set that matches the artwork.
Effect:
"Dawn" "Chance to apply Weakness on hit or block."
For starters, can block like old swords, reducing damage taken by 50% but taking the damage blocked as durability damage to the weapon. Must be in offhand to activate this. When you strike a foe or block an attack with this weapon there is a 25% chance to apply Weakness I for 4 seconds to the foe. A spray of white particles happens when this activates. If you also have Nuit's Ire equipped it applies Weakness II instead.
As a "Diamond Khopesh" it has the following stats:
Damage 5, Speed 1.4, Recovery 0.83
Made with Large Limestone Bricks and Cracked Limestone Bricks, has Ruin chests. Spawners can be one of the following types:
Forsaken
Wraiths
Stone Soldiers
Mummies
Bonestorms
Tarantula
Add unlit versions of our torches. Can be lit up with other held torches, or flint & steel.
I use the portal and go to the Atum dimension but when I get there itβs nothing but sand. No mobs, no pyramids, nothing... playing on 1.7.10
Effect:
"Umbral Rush" "You can jump higher and take less falling damage."
Mirrors the effects of Jump Boost I permanently while worn. Which automatically decreases fall damage and increases your jump height. A small burst of white particles from your legs downward when you jump.
Needs a render as part of this full armor set.
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