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    posted a message on Chorans- a new danger to the End
    Quote from fishg»

    I suppose yes, though I haven't though much about it. If a Choran were spawned in the Overworld, their explosion radius would already be huge, because their explosion would is increased to accommodate endstone hardness. I can't imagine what a charged choran would do.

    Well, let's be happy that the only way for Choran to be in the overworld is via spawn egg or /summon command. Otherwise, my fortress will have a GIGANTIC crater in it shall Charged Choran were to occur. Or perhaps it's explosion strength is weakened in the overworld ?

    Well, I would like to see some kind of super "nuke" mob, but that may sound like an overkill to me.
    Posted in: Suggestions
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    posted a message on Chorans- a new danger to the End

    I had a question. If Choran were to be spawned in the overworld via spawn egg, and then they got struck by lightning(either natural or artificial), will they become charged like a normal creeper does?


    Anyways, support. This would be a true challenge to the otherwise boring End Dimension.

    Posted in: Suggestions
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    posted a message on Questions: How to use attribute modifier

    To know how Attribute modifiers work, look at the wiki

    sword:
    /give @p minecraft:diamond_sword 1 0 {AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"generic.maxHealth",Amount:20,Operation:0,UUIDLeast:436783,UUIDMost:222859,Slot:"mainhand"}]}
    
    bow:
    /give @p minecraft:bow 1 0 {AttributeModifiers:[{AttributeName:"generic.movementSpeed",Name:"generic.movementSpeed",Amount:0.075,Operation:0,UUIDLeast:384071,UUIDMost:23359,Slot:"mainhand"}]}
    
    pickaxe:
    /give @p minecraft:diamond_pickaxe 1 0 {AttributeModifiers:[{AttributeName:"generic.luck",Name:"generic.luck",Amount:0.5,Operation:0,UUIDLeast:750960,UUIDMost:669314,Slot:"mainhand"}]}
    
    armor:
    /give @p minecraft:diamond_chestplate 1 0 {AttributeModifiers:[{AttributeName:"generic.attackDamage",Name:"generic.attackDamage",Amount:1.0,Operation:0,UUIDLeast:13089,UUIDMost:508370,Slot:"chest"}]}


    for the armor, you will have to change the id (diamond_chestplate, diamond_helmet, diamond_leggingh, diamond_boots) and the slot of the attributes (chest, head, legs, feet).


    Ah, thank you for the help. I gladly appreciate your assistant.
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Data Tag:PotionAttack Make mob inflict status effect when attacking

    Ever tried to make, say, a vindicator inflict slowness on you. I'm sure its possible, but it is way too difficult. Waaaaay toooo difficult. Especially for some command block creator who wants to make their exclusive mob inflict nasty horrible potion effects.


    So, how do you use this? Simple. Here's the syntax


    /summon <mobname> x y z {PotionAttack:[{id:<potionName>,duration:<TimeinSeconds>,amplifier:<0-255>}]}


    Here's the hint:


    PotionName:Stands for the name of the status effects that you want the mob to inflict


    TimeinSeconds:How long does this staus effects last in seconds.


    0-255:The limit of amplifer. Remember, always add 1 to the value to get the actual potion strength.


    But what if I want multiple potion effects?


    Simple: Just do this(just an example, poison, levitation and glowing can be replaced by anything.


    {PotionAttack:{[id:poison,levitation,glowing,duration:10,5,3,amplifer:1,2,3}]}


    Notice how the duration and the amplifier contains multiple number?


    Here's why. The first number is related to the first effect, the second number in that mini-data tag relates to the second effect




    But, what happens if mob like the wither skeleton get this data tag?


    Simple. They'll just abandon their wither effects and exchange it for the status effect of your choice.

    How about mob with multiple attack such as evoker, ender dragon, and even blazes to an extend(blaze has both melee and ranged attack!


    I'm not entirely sure about this. I suppose that this effect would either affect only melee attack(may limit creativity), or affect all attack(may prove annoying if trying to make evoker inflict levitation using its offensive fang attack, and inflict poison using its defensive attack, for example) Feel free to come up with a brilliant data tag to solve this problem.


    That's all I have for now. Despite being simple, it would be a great addition, as many minecrafter(many, not all of them) would benefit from this, either for map-making or for just plain survival use.

    Posted in: Suggestions
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    posted a message on Skeletal Warriors Mod! The Undead warrior of the legendary Strongholds

    Also, does anyone want to provide some picture for these mobs and the Golden Charm, cause I'm not good at texturing.

    Posted in: Requests / Ideas For Mods
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    posted a message on Skeletal Warriors Mod! The Undead warrior of the legendary Strongholds

    So, I had always wondered, why the stronghold is so plain in term of mob? The stronghold needs a new mob in the very least. A unique yet difficult enemy that could test the player's worth. So I am introducing, the Skeletal Warrior!


    These Skeletal Warrior has 4 different variant, each with their own different stats and behaviour. All of them looks like some kind of skeleton with outfit and a facial expression. They don't burn in the sunlight, but still take damage from being on fire or from lava. Each variant can jump 2 block high, but 4 block far. This allows them to bypass through pit, and they won't proceed to continue if the gap is too wide. These Skeletal Warrior spawn about as common as an enderman, and move at the speed of a creeper. All of the 4 variant also drop 1-2 bone, 8-13 xp as reward for their skills, and 33% chance to drop a Golden Charm.


    Variant 1(Normal)

    Appearance:A skeleton wearing a maroon armor. The hand are aimed directly forwards, and the sleeve are up to the elbow. This variant has sinister looking grin to it, similar to Jack o Lantern. The outfit consists of the chestplate, leggings and a brownish-red

    boots with a sharp,yellow line. The base skin is slightly gray instead of mainly white-looking.


    Unique Behaviour:This variant has the ability to spawn with different size, which change their stats accordingly. There's 50% chance for normal size, but also 25% chance to either be small or large. The smaller version is weaker but faster, while the larger version is slower but stronger.


    Stats


    Health:


    Small:30()


    Normal:36()


    Large:44()


    *Damage*


    Easy: Small:4() Normal:5() Large:7()


    Normal: Small:5() Normal:6() Large:9()


    Hard: Small:7() Normal:9() Large:13()



    Armor rating


    Small:4()


    Normal:6()


    Large:8()


    #Speed#


    Small:Same as player


    Normal:Same as creeper


    Large:Same as zombie


    #Note#

    This variant's ability to spawn with different stats allows for a more interesting mob concept. Sometimes, you had to be wary of a fast mob with weak stats, or a slow but powerful mob. This mob spawn egg can spawn all 3 different size, though with commands you can spawn around 33 different size, each with different base stats that can be modified using attributes unlike slime and magma cubes.


    Variant 2(Big)

    Appearance:Skeletal zombie wearing dark red chestplate and leggings. 2 reddish spike extend from each shoulder pad, but does not cause thorns effect. Has an evil grin to it, and its arm is pointed in the direction its facing. The skin is similar to all Skeletal Warrior variant, but this one has occasional scratches of pitch black upon its skin.


    Unique Behaviour:Occasionally, when attacking, this big creature will roll into a block, and charge up to the player at high speed. Upon hitting a wall, they would unroll, and deal heavy splash damage with strong knockback. If attacked mid-roll, it will unroll and knock the player away with strong forces. It will also has 14() defense while in this state, so better wait till its unrolled.


    Stats


    *Health*


    38()


    *Damage*


    Easy:6()


    Normal:8()


    Hard:12()


    *Armor Rating*


    Unrolled:4()


    Rollled:14()


    #Note#

    This variant charge ability can easily give it upper hand shall the player not prepared with some decent equipment and quick reaction. Beside, it deal tons of damage whenever it hit a wall while rolling, equivalent to 150% of its damage. The player must be prepared, or else the player will easily be taken out with its roll attack.


    Variant 3(Big Muscle)

    Appearance:Skeletal zombie with dark gray skin and pointed arm. Wearing a maroon armor with bulk and a frown to it similar to that of a creeper, this beast can looks intimidating. The armor consist of only chestplate, and wear no leggings nor boots.


    Unique Behaviour:This variant apply a strong knockback with its regular attack, pushing you to the wall of stronghold. Despite moving rather fast, they deal absurdly low damage and attack rather slowly with animation. Occasionally, however, they'll stomp the ground causing a massive shockwave capable of inflicting heavy knockback and the slowness debuff for 5 sec.


    Stats


    *Health*


    38()


    *Damage*


    Easy:6()


    Normal:7()


    Hard:9()


    Armor Rating


    6()


    #Note#

    This variant(and any other variant) can be spawned with its respective spawn egg. Their area attack go through block, and cause area damage. Their heavy knockback can be annoying, and make them difficult to counter with melee weapon. This make bows even more helpful, and the shockwave can't be stopped by shield.


    Variant 4(Big Helmet)

    Appearance:Similar to most other Skeletal Warrior variant, except that this one wear a full equipment of reddish armor unobtainable to the player. Has a partially open mouth with dark red glowing eye visible from the dark.


    Unique Behaviour:Being heavily armored, whenever you attack them, they'll take even less damage. But that's not all. Whenever they take damage, they'll either do the following:-


    i)Emit a red orbs that when touched by this variant, will increase its damage by 4() for 5 sec. Does not stack


    ii)Emit an orange orb that when touched by this variant, will heal itself by 4(). Does not stack.


    iii)Emit a blue orb that increase its speed by 10%. Does not stack.


    These happens whenever they take damage, not based on damage dealt. So fire could be nasty, as they'll be heavily buffed.


    Stats


    *Health*


    50()


    *Damage*


    Easy:6-10(-)


    Normal:8-12(-)


    Hard:10-14(-)


    Armor Rating


    18()


    #Notes#

    This variant ability to buff itself make fire and lava less effective, as it can become extremely powerful. Use a diamond sword with smite V for maximum damage, as it is considered an undead and will take serious damage. If possible, use diamond axe with similar enchant and try to use strength potion and get a critical hit. This should deal serious amount of damage, and can kill in with relative ease.


    Drops: Golden Charm


    An accessory-like item which, shall the player opens a chest with, will yield in extra loots. The loots table begins to prioritize good loot such as name tag, saddle, enchanted iron pickaxe, etc. When killing mob with this in your inventory, their drop and xp also double. Of course, this item is very rare, and does not stack.


    The Golden Charm can be traded with villager, however, and will results in a high profits of 22-30 emerald.


    That's all I have for now. I sincerely hopes that it can be made into a mod, as this would be make a perfect challenge in the Stronghold.

    Posted in: Requests / Ideas For Mods
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    posted a message on Questions: How to use attribute modifier

    I can't seem to understand these Attribute Modifier quite well. Sometimes, I wonder what is quite wrong with my formatting. Can anyone know what they mean by operation:1, operation:0, UUIDLeast, and stuff like that?


    The reason for this is because once I finally get my computer fixed(I'm typing on my android right now), I may attempt to create some kind of unique survival world where you can gather new powerful weapons and armor dropped by new powerful opponents.


    So far, this is what I want:



    A sword that increase your base health from 20 to 40


    A bow that increase your speed by 75%


    A new pickaxe that increase your luck attribute by 50%


    A incredibly new armor set which grant you increased damage



    Thanks for your help.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on A new use for Prismarine: Guardian's Gaze. A new ranged weapon.

    A unique weapon that give us a use to go to the ocean monument. I rarely go there because there's absolutely nothing worth struggling for. This one, however, manage to find a good spot in PvP, and I honestly would be setting this weapon as my treasured item list, since it's just so good. This idea is also pretty balanced, so you earned my support.



    Maximum Support

    Posted in: Suggestions
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    posted a message on Weaponized rockets: A "thrown" AoE mid-range weapon.

    So, this is basically a weapon that throw, and it deal area damage? Cool. The different part is also incredible, while not being so stupid. My favourite one would be the spread one. So much death of hostile mob. Handy, and it should manage to find a spot in minecraft. Potion of harming should be left alone as armor piercing method.


    Support!!

    Posted in: Suggestions
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    posted a message on About shulker armor

    We already has diamond armor that could make us virtually unstoppable if properly enchanted. So why this? Immunity to levitation? Meh. You could just go and snipe some shulker of while they're peeking out.


    Also, this would be a waste of precious shulker shells. Why craft this armor when you can craft a shulker box which is essentially a balanced of version of backpack? Why must it be dyeable? Dyeable armor should be left alone to leather, since that's the only epic things it had.


    Still, wouldn't this be kinda OP against shulkers?



    NO SUPPORT(sorry, had to do it)

    Posted in: Suggestions
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    posted a message on [Idea] Sand Spider (New Mob)

    How much health this spider have? How much damage does it deal? How fast does it move? What is the effect? I could suggest you some.. and why another type of spider. And what does it drop?


    We already had 2 spider which is enough. Okay, perhaps another spider isn't too bad. But please provides more detail. What I suppose they could inflict is the Crammed status effect for like, maybe 15 seconds. This status effect will lower your attack speed, and essentially lower your overall damage, and maybe simply your reflex speed by about 25%.


    For the drop, it could drop a Spider's Fang. This item is used to brew a potion of Death. This potion allows you to emit an aura that deal 1 damage every 1 seconds, for as long as it last. It only has a limited range, and this damage is unaffected by armor.


    Lastly, instead of spider, how about scorpion? That would make this idea much more unique.

    Posted in: Suggestions
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    posted a message on Things you find/found stupid about school

    I know this have been dead for over a year now, but I need to mention this.


    In my school, we had co-curiculum(at least that's what I though it's spelled) after our school session only on Tuesday. This "programme" isn't that bad, but guess what?


    Since my school has several different clubs dedicated to different role, of course the teachers had to randomize which club we must be in. Why this? If I am capable of patching up wounds better than those in Young Doctor Club, why must I be in a club completely related to my own country which consists of mainly dumb people when I 100% rightfully deserves to be in Young Doctor Club. You aren't even allowed to change, except for after a year.


    Also, I'm still already interested in that club. Of course, I had to join in a club that I completely dislike. It also barely taught me anything. The only thing I learned is how to waste your time in a boring way, while those in Young Doctor Club, including some of my ally/friends and that one and only girl that I like(other girl, I find them annoying) get to learn epic stuff such as how to take good care of your health, infections, and even looking at some sample of microorganism!


    Heck, the worst that my school could do and still not waste my time is to at least do some epic activity only to realize it was pointless. Heck, at least you are rewarded with you being "exercising."


    And to make those matter worse, why this elementary school had to randomize students? Because there's like 700+ student? Guess what? The closest middle school has over thousand of student, yet you still get to choose? Why that?


    The End of my nasty story.

    Posted in: General Off Topic
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    posted a message on Giant Zombie Boss + Rotten Flesh Blocks

    Nastily unorginal boss monster. This is nothing else other than a giant zombie that run really fast and deal tons of damage and has more health than the ender dragon. With 220 health and 30 damage and high speed and nothing else, I can't support this...


    As few people has mentioned, this boss is extremely overpowered when not trapped, but ironically extremely underpowered when trapped since they don't break or at least go through block. Also, what the heck! 30 damage? With diamond armor, assuming this is without armor penetration. It's going to deal whopping 6(3 heart) of damage and since it's quick, you had no chance to escape death.


    Summoning the boss is silly. Just silly. Why summons it with just rotten flesh? A troll can easily summon this boss, and wreck havoc in a world. Plus any newbie can easily encounter this boss due to trolling. The texture also looks awful and terrible since it just a giant zombie.


    No support, obviously..

    Posted in: Suggestions
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