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Specifically disable spreading fire from moves, separated from world effects

Open lunapanshiel opened this issue 3 years ago • 4 comments

I learned early on how destructive stray fire type moves such as ember are to the environment, and to my dismay found that the only setting in the config to stop pokemon from burning down buildings and terrain was to disable ALL fire type move interactions such as lighting campfires, smelting, ect.

My request is simply to have a setting that disables lighting fires and/or spreading pokemon fire, while still enabling all the other less harmful uses for fire, such as starting nether portals, campfires, smelters and so on.

perhaps add a pokemon-specific variety of fire that's more cosmetic? it lights objects and blocks on fire, but puts itself out without actually doing damage

I know I could disable fire spreading through a number of other methods, but I dislike nerfing other aspects of gameplay in order to try and control a single problem

PS: My first experience with collateral damage from poke-fire was my fennekin setting fire to the pokemon center I started in. it burned straight to the ground, and afflicting the professor with burn so s/he was permanently, unceasingly on fire

lunapanshiel avatar Feb 11 '22 00:02 lunapanshiel

The main problem with implementing this easily, is that it implements the fire almost exactly the same as right clicking with flint and steel (hence nether portals working). This means that it doesn't actually track what happens after said fire starts.

I could easily add a config to disable just the block-effects of the fire moves, but that would also prevent the camp fires/nether portals, but will still enable smelting. Preventing fire spreading could probably also be done, but it would be more extensive changes to the code required to do that.

Thutmose avatar Feb 11 '22 16:02 Thutmose

that's why i suggested it might be simpler to add a new type of fire with different behavior, rather than trying to mess with how fire spreads, the less done to vanilla functions the better. though i admit that i'm not 100% sure on how fire triggers those interactions to begin with, with all of the more-recent conversions of minecraft interactions into tags, it may be much easier to create a whole new poke-fire object

lunapanshiel avatar Feb 12 '22 02:02 lunapanshiel

that's why i suggested it might be simpler to add a new type of fire with different behavior, rather than trying to mess with how fire spreads, the less done to vanilla functions the better. though i admit that i'm not 100% sure on how fire triggers those interactions to begin with, with all of the more-recent conversions of minecraft interactions into tags, it may be much easier to create a whole new poke-fire object

another idea occurred to me for this, why not simply have different "use ability" hotkey? where if you disable the 'griefy' effects like fire spread, you can manually command a pokemob to use the version with world effects.

so normal ember is safe, as is normal commanded ember(Keypress G). while "strong ember" which you specifically order (CTRL+G?) can do the torch/campfire/portal lighting as well as setting fires. that might be far easier to implement

lunapanshiel avatar Feb 13 '22 21:02 lunapanshiel

presently code wise it just checks if the pokemob used the attack, and in if it was not in battle, it does the extra effects.

Generally I try to keep the added blocks to a minimum, as each block added increases ram use and loading time, more than each pokemob added.

Thutmose avatar Feb 16 '22 17:02 Thutmose