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Slowly continuing with bosses and polishing them. So for the last week I've worked on Don Krieg, took quite a long time because unlike other NPCs his moves did not really exist (same as with Gin which also took like 3-4 days to make), the animations and particle effects needed some updates as well.

And while working on Krieg I felt like it needs 1 or 2 more things here and there so the pacing of the fight has its ups and downs and while thinking about this I also happened to remember a quite popular suggestion from throughout the years about using nets to catch enemies. Krieg uses nets so...felt like a really good match.

So now there's 2 types of nets in the mod, rope and kairoseki nets:

While it can be used more freely than handcuffs (not requiring you to "kill" the enemy first for example) it also has some bigger drawbacks:

  • the projectile being affected by gravity and having a weird arc to it

  • the possibility of catching yourself if you throw the net too low

  • the net itself being way weaker than handcuffs meaning that its much easier for enemies to escape, it should be treated as a alternative step towards handcuffing the enemy instead of a way to keep them captured

  • the net can be extremely easily destroyed by any projectile hitting it (especially the basic version, the kairoseki version has more protection against DF specific abilities but it can still be destroyed by other projectiles or explosions easily)

  • the net being affected by abilities like logia invulnerabilities, future sight, kamie or such

  • or simply avoiding it, as its not exactly a fast and invisible projectile and it can be dodged

  • I might also make the net chargeable before being thrown, thats left to be decided if its too much or if it would balance it out...

It should be treated as an incomplete feature however, since only the net part was added, but the core system is much more complex whenever that will get added, which includes...yknow...a reason to catch enemies...which right now you literally lose doriki/bounty/belly gains if you do so.

And because I work in extremely chaotic and mysterious ways....decided that if this was added I should also finish the player carrying feature (an extremely requested feature too).

So behold..there's 3 states in which you can carry an entity:

  • Unconcious (using the Knockout passive ability shown in a previous post)

  • Netted

  • As a DF user affected by sea water

Some limitations apply like for example you can catch a something extremely big like a Brachio user in a normal net, so their abilities are not disabled, however you cannot carry them in that form. There's also a slowness applied while carrying others both for swimming and movement speed. This required a completely new system as the vanilla "riding" system wouldn't work nicely underwater....it was actually easier to just rewrite it than to fix the vanilla one for working underwater...thanks mojang.

So there....finally after however many fucking years you can finally rescue others from water....now I can safely merge the extended water checks into normal gameplay without feeling any guilt about it lmao.

Comments

Argentaurium

I’m not sure if I missed it, but I’m assuming the kairoseki nets will disable devil fruits like zoans and other passives on capture?

Surikku

I can't wait to get to use all of this! No more revive mods for friendly gameplay, and crews can save each other if the real effects of sea water are turned on. No more saving yourself, but like in the anime, a crew mate can help you. Looking forward to everything added, and the net is an amazing addition! (Funny idea but maybe if you've got high enough doriki, the Bara Bara user could just slip through the normal net, while the sea stone would catch them?)

F-Jay Playz

So you can’t carry someone who is in handcuffs unless they are unconscious?

Wynd

Yep, in the gifs above the alex skin is a mera user, normal rope would just go through them otherwise.

Wynd

For handcuffs you will be able to use a lead to drag them, tho that was not yet implemented, either that or ye knocking them down, whichever is the easiest

Surikku

Heck yeah! Sounds good! I considered suggesting that a maxed Bara user would be able to even slip through Kairoseki ones because they could break themselves up before getting hit, but that's a stretch and I feel like only if we saw someone that skilled do it you'd put it in.

H G

:)

Trashcompa

how long will carrying last

Wynd

Can end in 2 ways, either the carried entity gets free (effect wears off / gets removed via damage) or the carrier drops them. The effect itself is applied for 1 minute as of right now (tho it will probably be lowered before release if its too broken as is) and the net takes only 5 damage to break (down from 20 how much it takes for handcuffs).