Mine Mine no Mi 0.10.0 #34 (Patreon)
Content
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.