- super slow speed orb has weird properites, after awhile it flies weirdly
- Binding HUD scroll key to middle mouse button crashes client
- Zero Knockback still does knockback to CNPCs
- Charge: the telegraph is where you are looking but you actuually charge where your current body rotation is instead
- using slam mid air makes it not work correctly
- Beam disappears after going out of the render distance but still fires
- Player vortex can only pull one target
Slam now takes current height when being used to calculate damage
- Healing Health Scaling with DBC Addon
- Ki Attacks collided with Barriers
- Remove Ability Slot (Deprecated)
- Refactored Naming Scheme for Barrier Abilities
- Fixed Player Settings for Ignore Dex, DBC Stats, etc.
Implements four new energy ability types:
- Energy Dome: Spherical barrier centered on caster that blocks incoming
energy projectiles. Configurable per-projectile-type damage multipliers,
HP/durability and duration modes. RING telegraph.
- Energy Wall: Placeable flat energy panel with configurable dimensions
and height offset (can float above ground). Optional launching mode
fires the wall forward with damage/knockback.
- Energy Shield: Held energy panel that follows the caster and rotates
with their look direction. Defensive blocking ability.
- Energy Slicer: Thin wide blade projectile (JJK Cleave inspired).
Extends AbstractEnergyProjectileAbility. Piercing by default.
Architecture:
- EnergyBarrierData: HP, duration, per-type damage multiplier map
- EnergyPanelData: Panel dimensions, height offset, launch properties
- AbstractEnergyBarrierAbility: Shared base for Dome/Wall/Shield
- EntityEnergyDome, EntityEnergyPanel, EntityEnergySlicer entities
- RenderEnergyDome, RenderEnergyPanel, RenderEnergySlicer renderers
with translucent inner/outer layers (voxel-blocky aesthetic)
- Projectile-barrier collision system in EntityAbilityProjectile
https://claude.ai/code/session_01EV9KpiykvW4rASz7ju5iTG