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Chase Mechanics and Anger | Sully the Stalker 3

Alling Alls

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Chase Mechanics and Anger | Sully the Stalker 3

15 просмотров · 1 дн. назад
Alling Alls
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15 просмотров · 1 дн. назад
CHASING MECHANICS: While Sully roams around, he'll sometimes decide to mess with things. Any living entity within a 20-block radius can be chose to be followed a.k.a. "chased". Sully moves slow, but if it is more than 5 blocks from the entity it's following it will speed up MASSIVELY. When Sully reaches its target it will attack and "sully" the entity until it either gets bored or kills the entity. All non-players will be afflicted with withering and regular damage until they die. All players will be afflicted with poison, following hunger if the poison has badly damaged them. I don't like it when horror entites instakill. ANGER MECHANICS: Sully gets bored when the entity it's following does nothing or dies, but if the entity begins to run? Sully will either become ecstatic, or "angry". Regardless, Sully having to keep up and actually chase something will increase its Anger Meter. For non-players, the Anger Meter caps out at 2-4 seconds (since mobs rarely run away). For players, the Anger Meter caps out at 10 seconds. When Sully becomes fully Angry, it will pick from a selection of ranged attacks that can be annoying or actually dangerous, especially for players, choosing a random amount of said attack's ranged projectiles to fire before going back to regular chasing. Currently Sully's "Anger Attacks" are Powder Snowfall, Blaze Fireballs, and Wind Charges. (Big Fireball and Snowballs are planned but not implemented yet) Probably no more videos with text describing everything, since these are mostly meant to be developer logs.