Since school is starting soon, this Version is likely to be the last one before
a few months. (in case no serious bug occurs)
Or maybe I would lose self control and slide in one wittle update right before the school start idk
Active Skill [Pounce] & [Hunt]
Fixed Bug:
The extra strike was highly unstable since a field was deprecated from Origins Mod a few versions ago. Despite this, due to the Apoli backwards compatibility, if you were lucky, you can still get the skills to work, somehow, by chances. But many of yall won't.
I didn't know that cuz I got mine working all the time, or not?..
So I fixed it, you still get the 3 death messages but there are 3 instead of 1 customed damage types now... It's either that or I completely remove 2 of the death messages out, which would make it less fun but simpler.
And since when did this origin start caring about simplicity? >:3
Changed Contents:
- When using No CD cheat, once you trigger the extra strike, the mob you hit will be extra striked every 4 ticks until it is dead. So now you'll know whether the bypasses invincible frame is working as intended >:3
But seriously tho, in case bad things happened, to stop striking something, while in NoCD Cheat, 10 blocks within a currently striking target, hold sneak to mercy it. Or do /tag @e[tag=death_by_foxie] remove death_by_foxie - Added Hand swaying when you strike. Sway main hand if holding no items. another hand if holding.
Passive Skill [Agility]
Changed Contents:
No CD cheats will make you completely ignore fall damage now
Hidden Skill [Fox Sound Pack]
Fixed Bugs:
- Upon re-entering the world while you were in [Sleepin Mode] before, you will not stay invisible while no fox is there now. Instead you'll exit [Sleepin Mode]
- Consecutive petting will no longer make you go into [Sleepin Mode] without disguise fox.
- You can no longer go into [Sleepin Mode] When creative flying.
- When you are riding something, the thing must be not moving for you to stay in [Sleepin Mode].
- When you wake up, the disguise fox should be gone now
- Idk whether this is a real bug, but now there can be multiple people in [Sleepin Mode] now
Changed Contents:
- You can now quickly enter [Sleepin Mode] by pressing [Sprinting](Default Ctrl) when standing still.
- During [Sleepin Mode] the fox will not always follow your direction now. Instead, you can press[Sprinting](Default Ctrl) again to align the fox. This is good for hide&seek and Photo taking :3
- During [Sleepin Mode], your base exhaustion is returned to normal.
- I forgot whether I added this one last version or this version: During [Sleepin Mode], the interactions are always successful as you're not awake to hiss >:3
- Remain Crouching when bonked to hide fox.hurt sound for more audience enjoyment
Hidden Skill [ThTrackers]
Changed Content:
No CD cheat will feed you to full hunger if enabled.
General QOL Changes:
- Removed Function: No CD cheat
- Removed Function: Change OP lvl
- Implemented Total Sound Control System
- Implemented [Sleepin Mode] Switch
- Brought back the deleted fox.sleep sound sequence, enabled when you disable the [Sleepin Mode]
- New function: /function foxie_setting
This function will give you a Book, containing all the removed functions, the afore-mentioned system / switch and some quick commands as clickable buttons.Can be used to change a certain parameter(e.g. OP Level) of ALL fox origin player in a SERVER, or only the book holder.
Dam my poorly-drawn fox logo really brought a lot of ppl in here :3
Seperated From The Main Version, as the damage source is deprecated since 1.19.4.
Active Skill [Pounce] & [Hunt]
Content Change:
The extra strike cannot pass through invincible frames (of 10 ticks). As it's only achievable in higher version (>=1.19.4)
Thus, the extra strike will be delayed to 10 ticks instead of 4 ticks. Now it actually does damage.
Other changes follow the Main Version
Updated to V3.5 For V1.18.2
Just realised the previous version might be completely broken... This one should be fine ;3
Active Skill [Pounce] & [Hunt]
Content Change:
The extra strike cannot pass through invincible frames (of 10 ticks). As it's only achievable in higher version (>=1.19.4)
Thus, the extra strike will be delayed to 10 ticks instead of 4 ticks. Now it actually does damage.
Other changes follow the Main Version
This update is mainly asthetic and fixing bugz
General QOL Change:
Changed MOST descriptions and the origin name (considering the new trigger command allows you to be different types of fox). Corrected much granmars. itz would feeling less-frustrating for English Speakers
Active Skill [Pounce]
Fixed Bug:
No_cd cheat will work as intended now
QOL Change:
Changed how the resets take place. Now you won't lose the damage bonus by scrapping through grasses or vines.
Passive Skill [Foxiality]
Changed Content:
Removed sleep restriction: light level
(I personally find it extremely annoying, and since when did foxes start caring about lightlevel b4 sleeping?XD)
Passive Skill [Timidity]
Fixed Bug:
Fixed the bug that a thunder might not cause the fear effect.
Hidden Skill [Fox Sound Pack]
Changed Content:
- Removed fox sleeping sound played when you are sleeping
- Added a new PETTING interaction, same condition as the BOOP interaction but the interactor has to be sneaking.
- The current existing 2 interactions will only be triggered when you are also sneaking. Otherwise will play a fox.aggro sound, which means you do not consent >:3
- When hit by a stick, play bonk sound. Become a fox instrument when bonked too much.
- Add [Sleepin] Mode, triggered by not moving for 1 irl minutes or go to sleep.
The [Sleepin] Mode:
- Go invisible
- Summon a sleeping fox to disguise as you
- Change the fox type with command /trigger foxtype
- Exit this mode by moving
Yes
This is a very lightweight update. Fixed an asethetic bug that has been in this origin since the very first version
Also after testing, I found out that this mod can be compatible to 1.19 by just adding one line of code, so now it supports 1.19.x.
But might not support 1.19? When I test on 1.19, all Pehkui-related powers are gone, but the same code works fine on 1.18.2??? idk what's happening lmao
Since I deleted the version restriction, you can try it on other versions(preferrably higher), might also work there.
"It would be so cool if it was much higher"
---- Fundy, Origin SMP, after being shot with a Jump Boost 2 arrow by Philza
So.......
Active Skill [Pounce]
Changed Content:
If you have jump boost 1, you will have a stronger pounce. And even stronger if you have jump boost 2 or above.
Active Skill [Hunt]
Changed Content:
- If you are hit by anything in the Hunt Phase, the hunt timer reduce by 0.5s.
- You will not give negative effects to creepers through the extra strike. So that they won't explode and leave a lingering effect cloud behind.
Passive Skill [Swift]
Changed Content:
The fall damage you can ignore is also increased if you have jump boost effect. To 48 blocks for Jumpboost 1 and to 72 blocks for Jumpboost 2 or above.
Hidden Skill [Thtrackers]
QOL Change:
You will NOT receive a notification about OP Level Change when you first choose this origin
General Bug Fixed:
When you first entering the world and choose this origin, you will not see multiple effects, power, HUD, sounds, particles overwhelmingly stacking together and you will have a very clean-looking start :3
Also, I spent the rest of the time that is not used to make the above changes on this origin's Wiki, and it is now DONE. You can visit the Wiki page if you have any doubt about a certain skill.
This one is for the Minecraft 1.18.2 Version
The opportunity cost of choosing 1.18.2 ver:
-
You Can't drop the item foxes hold by right click them (Was From Passive Skill [Foxiality]) (Core power type not supported[origins:drop_inventory])
-
You do not fear the Warden (They don't exist yet)
-
The snowfall on the mountains cannot be detected (Not affecting gameplay) (Core power type not supported[origins:in_tag])
There definitely are ways to find the legacy method of achieving those subpowers without the core power types, but it's not worth the time.
Also these older versions are highly un-tested. Like I only ensure the origin can run in them, idk if all the powers are working.
One day as I thought, since people have different demands in origin OP-ness, and I really suck at balancing, why not just make it adjustable? and bam!
This is what I'd like to call: The balancing update
Also I went through the codez of all the powers and twisted something. This version is somehow doing surprisingly well with Forge than the last few versions, despite still having subpowers mulfunctioning here and there.
Prob because I concised the codes and logics or something idk, but if you are using forge you can try it out.
General Changes:
- Fixed many logical errors. Some random subpowers that you might never heard of should function as described now. Including the nerf of disliked foods, more damage against certain origins etc.
- Reduced Code complexity of some powers, especially for Active Skill [Pounce]. Would not affect gameplay.
Active Skill [Pounce]
QOL Changes:
- The combo effects will only be triggered when successfully refreshed the CD of second pounce, make it less annoying.
- The CD hud bar would not make a funny lil flicker when it's about to end. (Ignorable small detail)
Hidden Passive Skill [ThTrackers]
!!!Changed Contents!!!
Customizable OP level: Balance this fox in your own way!
A new function: /function thorigins:change_op_lvl
Whenever used, add the op level by 1, loop back to 1 when exceed 5.
There are 5 Levels of OP-ness presetted. From level 1 dealing the lowest damage to level 5 dealing the most.
For comparision, all the versions before has OP level equivalent to 4, which is also the default value for this version if you don't want to customize it.
Only the damage bonuses are dependent of OP level, all other aspects are not affected.
You can also directly change them by /resource set @s thorigins:thtrackers_op_lvl [value]
The [value] can be ranged from 0 - 100000. The presetted values are 100,200,300,400,500. If you set to 0, all the damage bonuses are just GONE. Just like a normal human origin doing normal human attackz
So: Set the value to less than 100 if you want to nerf more. Set it above 500 for more damage, or straight to 100000 if you want to literally fist a boss creature to death. Adjust in between if you are a perfectionist ;)
[Insert Quality End Note Here, but Idh any]
Found a bug also want to make a small adjustment. This is a very light weight update.
Sorry for bothering you with the update frequency...
Active Skill [Pounce]
Content Change: (+)
Since the magnetoreception also increase foxes' accuracy when they are directing towards the opposite of Northeast, which is Southwest. Although the accuracy buff is slightly lesser, it is still a lot higher than all other directions. SO...
-
The magnetoreception-enhanced pounce will also affect southwest direction. with a buff slightly lesser than the northeast one.
-
Slightly increased the enhanced pounces' damage buff to make it more worth trying to achieve.
-
Both enhanced pounce will also give you an additional reach buff ( * 1.2), which will also be resetted upon consecutive pounce in different directions.
QOL Changes:
-
Since there are 2 directions now, the northeast one (the stronger one) will show a bluer screen overlay and 2 magnet icons, while the southeast one(the weaker one) will show a less blue screen overlay and 1 magnet icon.
-
The screen overlays of the 2 conditions above will only be activated after you pounced, so you won't get a flickering screen by just rotating screens. You can still know the direction by the magnet iconz.
Passive Skill [Fluffy]
Fixed Bug:
The snow shake will correctly remove all your snowness now. You now look less like an infinite snow generator.
Again, sorry for frequent updates, I promise I won't touch Minecraft for some time to add/fix more things for new updates.
Hope you enjoy this V3.1
Merry Christmas! This is a structural update, changed a lot of things, almost tweaked every single power file. So it deservs to be the V3.0. :3
General QOL Changes:
- Greatly reduced the amount of "action_over_time" subpowers, from 55 to 16. Imaging removing a lot of always active, repeating commandblocks from your world, might help with performance idk. at the cost of making all the affected subpowers unreadable. There would be so much pain if something needs to be changed about them...
- Changed all the "modify_resource" to "change_resource". This makes the origin somewhat backwards compatible, which would reduce my workload if I ever want to implement it to lower version of Minecraft.
Active Skill [Pounce]
Fixed Bug:
When using the first pounce while in air, while never touched the ground, the HUD bar still shows the first pounce's, which should mean "you can use it again" but you can't. Now it shows the "unable to use" bar as intended.
!!!Changed Content:!!! (+)
Did you know that foxes have Magnetoreception? Statistics have shown that Foxes' pounces are 3-4 times more accurate when their preys are in their Northeast direction. SO...
If you are using the Active Skill [Hunt], before you un-invisible and start the hunt, you may align yourself so that your next pounce strike does more damage. The damage bonus is shown by a blue screen overlay. But you only have a 5 ticks window to initiate the pounce after un-invisibling yourself, and if you make a second pounce mid-air that is not in the correct direction explained above, the damage bonus is gone. This means that your consecutive pounces need to be in the same direction to trigger this damage bonus. But as long as the hunt is activated, you can see a smol magnet icon above your HUD when you are facing the correct direction.
Active Skill [Hunt]
Fixed Bug:
When using the skill in The Nether or The End, you would see flickering screen overlay and overlapped damage bonuses, because fun fact: Time is really messed up in there >:3 Now these two dimensions are considered daytime before The 10 Minute, midnight after The 10 Minutes (The context of The 10 Minutes will be explained below).
QOL Change:
You can now see a Hit counter(bone icons) to show how many hits you've done before triggering the extra damage.
Passive Skill [Foxiality]
Changed Content: (-)
- Now you can't sleep when there's something to fear about nearby.
- Now you can't sleep when you are using the skill Hunt.
Passive Skill [Timidity]
Content Change: (+)
Considering how foxes irl have strong adaptability: they can thrive in urban area, forest, tundra or even desert and the actica. You will now conquer the dimensional fears (the nether & the end) after spending 10 irl minutes in them. And when you use Active Skill [Hunt], the timer will run twice as fast, adapting even faster.
QOL Change:
The wake-up-receive-item subpower now support language file instead of only English.
This version messes up the Forge even more, things are being extremely weird there... It is recommended to stay in V2.7 or lower if you are playing the datapack in forge.
This version might be the last one before a really long period of time. Cuz I really cannot think of any other foxy stuff. But I would fix bugs asap if you raise any.
Smol Combat Update >:3
Active Skill [Pounce]
Fixed Bugs:
1. The combo will now activate more than one time.
2. You will now prioritise using first pounce (Less food-point consuming) correctly.
Changed Content:
1. Reset conditions expanded, normally you could only reset the skill when landing on solid blocks, but now you can reset when inside any fluid (lava + water) and blocks.
2. When you are in the Hunt phase from Active Skill [Hunt], your pounce strike will guarantee to trigger the every 3rd hit's effect (damage+feeding+prolonging hunt).
QOL Changes:
The second pounce will trigger a new hud bar to tell you that you cannot use any more pounce right now.
Active Skill [Hunt]
QOL Changes:
The original hud bar is given to Active Skill [Pounce], so now it is changed to a different hud bar.
Passive Skill [Fluffy]
Fixed bug:\ You are no longer considered in snow when you're under a trapdoor that is in rain and exposed to sky.
(I spent so long trying to work this out...Definitely would use in_snow tag when I update this origin to 1.20.2)
I was thinking I should reserve the hunt skill for stronger origins, like wolf, or best for a tiger
foxes shouldn't be so murderous and powerful
But my procrastination is stopping me from making new origins, so fox can have it for now :3
This is a small scale update themed to fix a bug.
Universal QOL Changes:
- The datapack can actually function in Forge Origin 1.20.1. But some subpowers would still not...
- Colored all the powers' name. Orange = Active skill, Green = All Positive, Yellow = Mixed, Red = All Negative.
Active Skill[Pounce]:
Added Content:
If you kill something with the damage modifier on(like those hits where you can hear a fox.bite sound), the second jump's CD is resetted. So you can do some sick comboing when there's a lot of monsters around. I find it very satisfying when doing chain pouncing and murder everything >:3
Active Skill[Hunt]:
Added Content:
- Everytime you trigger the extra damage during hunt, the hunt duration is prolonged for 1.5s.
- But, there is now a damage threshold of >1 damage, so you can't autoclick with empty hand and exploit it. (Probably doesn't matter, cuz you can still spam with a sword...)
Passive Skill[Timidity]:
Fixed Bug:
You will not infinitely shake if there is nothing to fear now.
Finally found a way to ignore berry bushes, surprised that I couldn't find the simple solution for so long...
Active Skill [Hunt]:
Content Changes:
-
The extra damage delt during Hunt phase is now working as intended. i.e. the damage every 3 hit will be applied ignoring invincible frame & bypassing armor, regardless of anything else.
-
The extra damage delt during Hunt phase cannot be triggered by projectiles now.
-
Firing projectile will not stop you from being invisible now.
QOL Changes:
All the 3 death messages of the extra damage can be triggered properly now. With one triggered when you are holding an item, the other two triggered when you are not, with equal chance of being triggered.
Passive Skill [Foxiality]:
Content Change:
Ignore Sweet Berry Bushes FOR REAL.
Passive Skill [Fluffy]:
QOL Changes:
You can no longer trigger shaking when you are swimming. God knows why swimming can count as above water surface...
Hope this is my last attempt to fix this pile of fur.
Passive Skill [Timidity]:
Fixed Bug:
The fear effect should now be properly ignored during hunt when there are multiple triggering factors.