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Xpmodder/DeckedOut Systems

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Xpmodder/DeckedOut Systems
Survival 6
Project
TypeGame
World(s)Survival 6
Leader(s)XPModder
Manager(s)Its_Nars, viBEEing

Decked Out is a game in Canine Kingdom on the Sheltie world of Survival 6 inspired by "Decked Out" and "Decked Out 2" by TangoTek on Hermitcraft. While the game is directly and heavily inspired and based on TangoTek's games from Hermitcraft it is not a direct recreation. The general theme and several of the systems are significantly different from the original.



The game consists of a number of system (game mechanics) that are described below.
Activation of any of these systems is accompanied by a specific sound.

Heartbeat/Clank

The clank system is a measure of the players stealth and is indicated by the heartbeat sound heard throughout the dungeon. The faster the heartbeat is, the higher the clank.
Clank is created either by a player trigger a sculk shrieker or by a card being played that directly adds clank.
When a very high clank value is reached, Evokers are revealed at various locations in the dungeon.

Clank can also be blocked. This is done by cards creating clank block. Each point of clank block added prevents one clank of being generated.

Redstone wise, the clank system consists of a comparator clock whose timing is dependent on the amount of items in a hopper. When clank is generated this adds an additional item into the hopper, increasing the speed of the clock. The output of this clock is then sent to a number of noteblocks around the dungeon to create the heartbeat sound. Additionally a counter/timer circuit receives the clank pulses and determines how high clank is, triggering pistons that reveal the evokers when a certain level of clank is reached.
Clank block uses a dropper-counter that is increased by clank block being added and if it is higher then 0, any clank created is redirected into this, decreasing the counter and never reaching the clank timer, thus not increasing it.

Radar

The Radar card, when played, applies glowing to all Ravagers and Evokers in the dungeon. This is done by triggering a Bell that, when rang, applies glowing to all raid mobs in a certain radius.

Food

Since, contrary to TangoTek's Decked Out, not all players have build trust in the dungeon, food cannot be obtained from berry bushes, as these require build trust to harvest.
Food is instead available through barrels or other blocks with an inventory hidden throughout the dungeon. Each food location has a chance of receiving food when any card generating this is played.
Food items range from very bad food like rotten flesh to relatively good food like baked potatoes with higher chances for better food items the further you venture from the entrance.

Redstone wise each food location consists of the block (like a barrel) visible from the inside of the dungeon, a simple dropper-hopper randomizer as well as a dropper containing the food items and return hopper and dropper chain. During a run, cards creating food send a pulse to all food locations around the dungeon. The randomizer at each location then determines if food is dispensed and if successful, triggers the dropper containing the food items. This will then deposit a random food item into the container that is accessible from inside the dungeon. Finally, after a run the reset signal triggers the return chain, returning any items left in the container back to the dropper they came from.

Loot

Similarly to Food, Loot can be found in barrels and other container blocks throughout the dungeon when cards that add loot are played.

Redstone wise loot locations work identical to food locations.

Speed & Jump Boost

Speed II and Jump Boost effects can be activated by cards which, when played, activate a beacon with the respective effect for several seconds.

Secret

The dungeon contains several hidden and thus secret connections between rooms. Most of these are normally blocked at one or both ends.
When a card adding secret is played, each of the blocked passages have a chance of being opened.
Once opened a passage will remain open until the end of the run.

Redstone wise a simple dropper-hopper-randomizer is activated by a pulse coming from the card reader system. If successful this activates a rs-latch, which in turn deactivates the pistons blocking the passage, thus opening it. The reset signal after the end of a run resets the rs-latch, causing the passage to get blocked by the pistons again.

Safety

The dungeon also contains some traps that could harm or kill any player stepping into them.
When a card adding safety is played, some of these traps will be closed off, thus making them harmless.

Redstone wise this system works basically identical to the secret system, except traps are open by default while secret passages are closed by default.

Background Takeshi by Edo