Hardcore melee weapon with brutal disarming capabilities. cancelled concept from ROTS.
Usage
Activating
To activate the item press [SHIFT + RMB]. Same can be done to turn it off. If a player throws (or fatfingers [Q]) an active saber from their mainhand it automatically turns off.
Attacking
When the item is active, it does 12hp (+8hp if super charged) of damage when left-clicked on an entity (or
player). However like
any other saber item, this can be countered via Blocking.
Do note, you cannot perform critical hits using saber weapons.
A left-click can also
deflect any incoming(in parry range, or in 3 block radius for this specific item) projectiles (given that
the projectile is in a somewhat linear path, unlike shulker bullets for example), but timing would have to
be precise. this is called a parry.
A parry is when you redirect a projectile that was aimed at you.
Blocking
Like any other saber item, when right-clicked, will always block any damage
coming from a saber item. However it also block projectiles if timed properly.
To block a projctile the item shall be held down for less than ~1.25 seconds.
if that is exceeded it will cause the projectiles to do damage. A visual indicator is
shown in first person when you have reached this threshold. Failing to block a projectile is called a
hanging block.
a hanging block is the failed attempt at blocking a projectile in time.(Note: direct melee attacks are
always
blocked)
[show hanging block indicator gif]
Disruption
Pressing [SABER-ABILITY] key [very complicated lore science stuff] putting
nearby equipped saber items on blocking cooldown (disables blocking entirely for some time) from a
distance after which gauntlet itself
goes on cooldown for 60 ticks (3 seconds).
This affects every entity holding any non-gauntlet saber item in a
spherical radius of 16 blocks (roughly a chunk of radius).
If a flying Rotary Saber player enters the
disruption range, their flight is canceled and their flight cooldown is doubled to 80 ticks (4 seconds)
instead of
the normal 40 ticks (2 seconds). Any other player wielding a non-gauntlet saber also gets a blocking
cooldown of 20 ticks (1 second), while a gauntlet wielded against another gauntlet is ignored.
SuperCharge
Holding down RMB for 40 ticks (2 seconds) on an active saber gauntlet will activate supercharge.
While supercharged, the player is given +3 blocks of reach and +8 damage (for a total of 20hp of attack
damage) while the saber is held in mainhand. However supercharge lasts for 160 ticks (8 seconds) after
activation. This ability does not have a cooldown nor will it stack if activated in continuous manner.
Both Gauntlet Charge Duration and Gauntlet Chargeup Time can be tweaked via a datapack.
History
| 0.0.1 | Introduced. |
| 0.0.2 | Supercharge and Disruption added. |
| 0.0.4 |
Added shader support. Added visual indicator for hanging block. Model and texture reworked by Dead_Comedian. Fixed client/server synchronization issues. Fixed server crash with disruption ability. Fixed dedicated server only bugs. Added Hud indicator for gauntlet charge duration and gauntlet charge progress. Added datapack control for gauntlet charge duration and gauntlet charge progress. Added ability tooltips. |