You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Potential issue, checking attack damage would also take the weapon's damage into account, which isn't great. That is potentially solved by just minus-ing the weapon's damage from the count we are checking for.
There's also the issue of, if you have enough attack damage, why do you need this weapon.
What about if instead of checking attack damage, check if player has "strength" effect, is burning pewter, is tapping pewter, and any other strength-related effect, and if not, do something like greatly increase attack speed and set cool down to like 100 or something.
Koloss swords are notoriously heavy and unable to be used by most people. We should change our current koloss sword requirements to match that.
On tick, check if the user has damage above x config value, and if they do not then apply a slowness/mining fatigue like effect.
If you're game, try add it as a cosmere effect, so that it does not interfere with the minecraft mob effects system.
The text was updated successfully, but these errors were encountered: