So it seems people on my thread either love or hate the idea of a megladon boss. Last time it was brought up I said I likely wouldn't add it to my thread. But I changed my mind.
Where to find it:
In the water, at least 100x100 blocks away from any land is a 50x50x50 bedrock cage. On it are 4 locks -- one one each side. To unlock the locks you need keys. Keys can be crafted by combining one bone, one string, and one shark tooth enchanted with unlocking (more on that water). Keys can only be used once per side.
Inside:
Is simply you and the megladon. The water is 100 blocks deep down below, so you have to remain floating at all times. Inside you cage if you step onto any land you take 2 hearts of damage per half second.
The Megladon's powers:
The Megladon has 100 health and has a few combat abilities. One is just a simple attack -- he deals 3.5 hearts per hit. Another is a tail punt -- he is him attempting to drown you and you go 4-6 blocks underwater. If possible he will try to not let you come up by hovering on top of the water, right above where you are. Lastly he shoots water at you using his mouth -- this deals 2 hearts of damage and knocks you back 9-12 blocks.
Shark teeth:
Okay, about this. Like I said before, shark teeth have a 15% chance of dropping from any blacktip, bonnethead, or great white shark. Unenchanted they don't do anything besides being used to create extra good bonemeal -- one shark tooth plus one bone = 2 double bonemeal -- this as the name suggests is twice as effective at making plants grow. But enchanted, they can get unlocking, repellant, or creature protection. You can use them by crafting a shark tooth necklace. Here is a table of what different levels can get and the different enchantments:
Zombie protection -- zombies deal 1/2 a heart less damage per hit and zombies are 10% less likely to spawn enforcements.
Enderman protection -- enderman deal 1 heart less damage per hit and have a 50% chance of either dropping whatever block they are holding then teleporting away or not picking up a block they would have picked up if you are within a 32 block radius.
Withering protection -- the wither effect never puts you down to less than one heart of health and has a 1 second shorter time. Mobs with wither effect also deal 1/2 heart less damage. Works on both wither skeletons and the wither.
Creeper protection -- creepers deal 2 less hearts of damage and have a 3 block shorter agro radius.
Witch protection -- witches' potions wear of 1-2 seconds sooner and have a 10% chance of not attacking.
Repellant -- mobs walk 25% slower when within 4 blocks of you.
Unlocking -- well...you know.
Here are the levels and chances of getting them:
Level 1-8: 100% chance of zombie protection
Level 9-10: 90% chance of zombie protection, 10% chance of enderman protection
Level 11-12: 75% chance of zombie protection, 20% chance of enderman protection, 5% chance of withering protection
Level 13: 70% chance of zombie protection, 25% chance of enderman protection, 5% chance of withering protection
Level 14: 65% chance of zombie protection, 25% chance of enderman protection, 10% chance of withering protection
Level 15-16: 60% chance of enderman protection, 30% chance of withering protection, 10% chance of creeper protection
Level 17: 55% chance of enderman protection, 35% chance of withering protection, 10% chance of creeper protection
Level 18: 50% chance of enderman protection, 40% chance of withering protection, 10% chance of creeper protection
Level 19: 40% chance of enderman protection, 40% chance of withering protection, 20% chance of creeper protection
Level 20-21: 60% chance of withering protection, 30% chance of creeper protection, 10% chance of witch protection
Level 22: 55% chance of withering protection, 35% chance of creeper protection, 10% chance of witch protection
Level 23: 50% chance of withering protection, 40% chance of creeper protection, 10% chance of witch protection
Level 24: 40% chance of withering protection, 40% chance of creeper protection, 20% chance of witch protection
Level 25: 75% chance of creeper protection, 25% chance of witch protection
Level 26: 60% chance of creeper protection, 40% chance of witch protection
Level 27: 50% chance of creeper protection, 50% chance of witch protection
Level 28: 65% chance of witch protection, 35% chance of creeper protection
Level 29: 60% chance of witch protection, 25% chance of creeper protection, 15% chance of repellant
Level 30: 40% chance of repellant, 30% chance of witch protection, 30% chance of unlocking
Please read my signature on an explanation why you should not have multiple attacks on your boss.
I feel like a giant water boss would be hard to implement. I've played block story, and the hugeness of certain mobs make it impossible for them to navigate properly. They would be bumping around on the ocean floor and impossible to avoid. The reason the enderdragon was successful was because it would pass through block. Imagine if the enderdragon bumped into the floor of the end.
Rollback Post to RevisionRollBack
Why Minecraft mobs should NEVER have multiple attacks:
- No other PC mobs do. - Mob behaviour is intended to be simple.
Why you should NOT name new "special ability" weapons as "XXX Swords":
- No other swords have special abilities. - Make a new kind of weapon.
I love this idea, and if the bedrock cage was 100x100, realistically a Megalodon is only the size of the Ender Dragon, maybe smaller, so I could see this working out. The only problem is it'd be quite hard to fight seeing as its a water boss.
Where to find it:
In the water, at least 100x100 blocks away from any land is a 50x50x50 bedrock cage. On it are 4 locks -- one one each side. To unlock the locks you need keys. Keys can be crafted by combining one bone, one string, and one shark tooth enchanted with unlocking (more on that water). Keys can only be used once per side.
Inside:
Is simply you and the megladon. The water is 100 blocks deep down below, so you have to remain floating at all times. Inside you cage if you step onto any land you take 2 hearts of damage per half second.
The Megladon's powers:
The Megladon has 100 health and has a few combat abilities. One is just a simple attack -- he deals 3.5 hearts per hit. Another is a tail punt -- he is him attempting to drown you and you go 4-6 blocks underwater. If possible he will try to not let you come up by hovering on top of the water, right above where you are. Lastly he shoots water at you using his mouth -- this deals 2 hearts of damage and knocks you back 9-12 blocks.
Shark teeth:
Okay, about this. Like I said before, shark teeth have a 15% chance of dropping from any blacktip, bonnethead, or great white shark. Unenchanted they don't do anything besides being used to create extra good bonemeal -- one shark tooth plus one bone = 2 double bonemeal -- this as the name suggests is twice as effective at making plants grow. But enchanted, they can get unlocking, repellant, or creature protection. You can use them by crafting a shark tooth necklace. Here is a table of what different levels can get and the different enchantments:
Zombie protection -- zombies deal 1/2 a heart less damage per hit and zombies are 10% less likely to spawn enforcements.
Enderman protection -- enderman deal 1 heart less damage per hit and have a 50% chance of either dropping whatever block they are holding then teleporting away or not picking up a block they would have picked up if you are within a 32 block radius.
Withering protection -- the wither effect never puts you down to less than one heart of health and has a 1 second shorter time. Mobs with wither effect also deal 1/2 heart less damage. Works on both wither skeletons and the wither.
Creeper protection -- creepers deal 2 less hearts of damage and have a 3 block shorter agro radius.
Witch protection -- witches' potions wear of 1-2 seconds sooner and have a 10% chance of not attacking.
Repellant -- mobs walk 25% slower when within 4 blocks of you.
Unlocking -- well...you know.
Here are the levels and chances of getting them:
Level 1-8: 100% chance of zombie protection
Level 9-10: 90% chance of zombie protection, 10% chance of enderman protection
Level 11-12: 75% chance of zombie protection, 20% chance of enderman protection, 5% chance of withering protection
Level 13: 70% chance of zombie protection, 25% chance of enderman protection, 5% chance of withering protection
Level 14: 65% chance of zombie protection, 25% chance of enderman protection, 10% chance of withering protection
Level 15-16: 60% chance of enderman protection, 30% chance of withering protection, 10% chance of creeper protection
Level 17: 55% chance of enderman protection, 35% chance of withering protection, 10% chance of creeper protection
Level 18: 50% chance of enderman protection, 40% chance of withering protection, 10% chance of creeper protection
Level 19: 40% chance of enderman protection, 40% chance of withering protection, 20% chance of creeper protection
Level 20-21: 60% chance of withering protection, 30% chance of creeper protection, 10% chance of witch protection
Level 22: 55% chance of withering protection, 35% chance of creeper protection, 10% chance of witch protection
Level 23: 50% chance of withering protection, 40% chance of creeper protection, 10% chance of witch protection
Level 24: 40% chance of withering protection, 40% chance of creeper protection, 20% chance of witch protection
Level 25: 75% chance of creeper protection, 25% chance of witch protection
Level 26: 60% chance of creeper protection, 40% chance of witch protection
Level 27: 50% chance of creeper protection, 50% chance of witch protection
Level 28: 65% chance of witch protection, 35% chance of creeper protection
Level 29: 60% chance of witch protection, 25% chance of creeper protection, 15% chance of repellant
Level 30: 40% chance of repellant, 30% chance of witch protection, 30% chance of unlocking
Think that pretty much sums it up
Pictures and links:
http://www.minecraftforum.net/topic/1967658-its-time-for-a-shark-attack-now-hot/ (shark thread)
http://minecraftrecipedesigner.com/creations/27082.png
http://minecraftrecipedesigner.com/creations/27083.png
Seems really nice for a mod though.
I feel like a giant water boss would be hard to implement. I've played block story, and the hugeness of certain mobs make it impossible for them to navigate properly. They would be bumping around on the ocean floor and impossible to avoid. The reason the enderdragon was successful was because it would pass through block. Imagine if the enderdragon bumped into the floor of the end.
- No other PC mobs do. - Mob behaviour is intended to be simple.
Why you should NOT name new "special ability" weapons as "XXX Swords":
- No other swords have special abilities. - Make a new kind of weapon.
PROUD USER OF THE STEVE SKIN
+Sharks
He made both threads...
Anyway, I've read both your ideas and I like them a lot. Support for both ideas.
Semi support
I think a bedrock cage would be kind of annoying though... Why not obsidian? It would take forever to mine underwater
90% support
My signature is broken. I am currently fixing it
You can support my suggestions at:
Kiwi birds: -The link broke-
Every biome gets at least 1 mob: -The link broke-
Pirates: -The link broke-
Chorus apes: -The link broke