The Meaning of Life, the Universe, and Everything.
Join Date:
9/2/2013
Posts:
254
Location:
USA (time: GMT -6)
Minecraft:
NateT_Bird
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I am working on a new minigame with some rpg classes. I want to know what your thoughts are about what classes I should include. This map is an arena map heavily focused on the rpg aspect. Please answer the poll so that I know what classes to include in the map.
If you have any class suggestions please let me know in the comments.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/2/2013
Posts:
254
Location:
USA (time: GMT -6)
Minecraft:
NateT_Bird
Member Details
So I have done a lot of thinking and I have chosen to include these 6 classes in my Dungeon Arena II map.
Rouge (Thief): high speed, low armor, gains bonus money from mobs.
Hunter (Archer): high speed, mid armor, has a bow to attack from long range.
Berserker (Warrior): high health, high damage, very powerful attacks, but takes lots of damage.
Sentinel (Knight): medium health, medium damage, high armor, very tanky but not very fast.
Cleric (Healer): medium health, extra low damage, uses potions of healing and regen.
Necromancer (Dark Wizard): medium health, high damage, very powerful dark wizard but takes damage from his attacks.
Nate, I have a tellraw command you could use to select classes. When you click on the class, it will set a scoreboard objective to 1 so that you can use wireless redstone. If you use this, make sure to create dummy objectives called Rouge, Hunter, Berserker, Sentinel, Cleric, Necromancer, and any others you want, just quote me, or pm me
Here is the command I have so far
/tellraw @p {"text": "Choose a Class", "extra": [{"text":" [Rouge]","color":"dark_gray","clickEvent":{"action":"run_command","value":"/scoreboard players add @p Rouge 1"},"hoverEvent":{"action":"show_text","value":" high speed, low armor, gains bonus money from mobs."}},{"text":" [Hunter]","color":"light_purple","clickEvent":{"action":"run_command","value":"/scoreboard players add @p Hunter 1"},"hoverEvent":{"action":"show_text","value":"high speed, mid armor, has a bow to attack from long range."}},{"text":" [Berserker]","color":"red","clickEvent":{"action":"run_command","value":"/scoreboard players add @p Berserker 1"},"hoverEvent":{"action":"show_text","value":"high health, high damage, very powerful attacks, but takes lots of damage."}},{"text":" [Sentinel]","color":"blue","clickEvent":{"action":"run_command","value":"/scoreboard players add @p Sentinel 1"},"hoverEvent":{"action":"show_text","value":"medium health, medium damage, high armor, very tanky but not very fast."}},{"text":" [Cleric]","color":"gold","clickEvent":{"action":"run_command","value":"/scoreboard players add @p Cleric 1"},"hoverEvent":{"action":"show_text","value":"medium health, extra low damage, uses potions of healing and regen."}},{"text":" [Necromancer]","color":"dark_red","clickEvent":{"action":"run_command","value":"/scoreboard players add @p Necromancer 1"},"hoverEvent":{"action":"show_text","value":"medium health, high damage, very powerful dark wizard but takes damage from his attacks."}}]}
Oh and NateT, I just played your Dungeon Arena, and I think it was great with the classes, shops for them, and such, But I would first make more levels, and also, berserker was too op with the strength buff
Oh and NateT, I just played your Dungeon Arena, and I think it was great with the classes, shops for them, and such, But I would first make more levels, and also, berserker was too op with the strength buff
Set up an objective that tests for the use of the necromancer's weapons. When he uses those items, it just gives him a small instant damage effect
I think I get it. Another idea is to possibly test for damage on the weapons(you could replace the weapon each time, so the weapon would have infinite uses too!).
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Nate, I have a tellraw command you could use to select classes. When you click on the class, it will set a scoreboard objective to 1 so that you can use wireless redstone. If you use this, make sure to create dummy objectives called Rouge, Hunter, Berserker, Sentinel, Cleric, Necromancer, and any others you want, just quote me, or pm me
Woah, thanks for the epic tellraw command. I was going to just use regular old buttons, that way I can give a good visual of what items each class will have. I was also going to use teams instead of a scoreboard, that way I can add a prefix to their name to make the classes more real. The one downside to teams is that you can't turn pvp off if the players are all on different teams. I will probably not use the tellraw command, but perhaps some others who want to make classes can. Thanks for the suggestion.
Those sound pretty good. I am not sure how you could make the necromancer take damage from his own attacks though.
I was going to use splash potions of wither, poison, and instant damage, so if he hits himself with it he takes damage. I was also going to give him a sword and do what Ivya said with the score to test for when he uses his sword.
Oh and NateT, I just played your Dungeon Arena, and I think it was great with the classes, shops for them, and such, But I would first make more levels, and also, berserker was too op with the strength buff.
Thanks for the suggestions, I will have about 8 levels in Dungeon Arena 2, and they will be larger arenas. As for the berserker class being to op, I agree and the wizard with his regen is very op. I think that the classes in Dungeon Arena 1 were not very balanced. I am going to make it my goal to make each class in Dungeon Arena 2 as balanced as possible.
If you use an empty map and retexture it to a staff-like object, it would be quite easy to register the one who uses it, and give them instant damage or poison or something.
I will just use a sword and test for a stat.useitem.swordID objective. It would be more work to use a map. Using some of the other scoreboard objectives I could test for every time the necromancer deals damage, and then activate the effects. This is all in preliminary stages and might change once I start balancing the classes. Thanks for the suggestion.
NateT, If you wanted, I could make a tellraw command that tells you what items the class gets when you hover over it. In the other one, it says your description of each class you posted earlier. So, if you decide to do whats best, just pm me or quote me
NateT, If you wanted, I could make a tellraw command that tells you what items the class gets when you hover over it. In the other one, it says your description of each class you posted earlier. So, if you decide to do whats best, just pm me or quote me
I really appreciate how much you are willing to help, and how much you have already done. I know how hard it is to write tellraw commands, and how time consuming it is. I just think that having a button with item frames will be more appealing and better for my goals. I want to make my map kid friendly, there are lots of kids who don't read very well, so having visuals such as item frames makes it easier for them to choose their class. Also there are lots of people who don't speak English who play my maps, so the visuals will be better for them too. You definitely have a lot of talent for writing tellraw commands. You should make an epic adventure map with quests and such using tellraw commands. You have a lot of potential, keep up the good work. Thanks for all you've done to try and help.
This looks like it will be pretty awesome when it's done. If there is anything I can help with, PM me(I'm normally very good with the scoreboard, if you don't need teams). Another idea for the necromancer though, you could use damage on the sword to determine when he has hit something with it, then clear the weapon, apply the damage to him, and give him a new weapon with the previous damage value(this could also give items unlimited durability if you wanted).
EDIT: I just saw that I already posted that idea. Sorry about that!
This looks like it will be pretty awesome when it's done. If there is anything I can help with, PM me(I'm normally very good with the scoreboard, if you don't need teams). Another idea for the necromancer though, you could use damage on the sword to determine when he has hit something with it, then clear the weapon, apply the damage to him, and give him a new weapon with the previous damage value(this could also give items unlimited durability if you wanted).
EDIT: I just saw that I already posted that idea. Sorry about that!
Lol, that's fine. I am also very good with scoreboards and stuff like that. I think I can manage the actual making of the map on my own, I was just looking for input on how exciting and interesting the classes sound. I will let you know if I need anything though. Thanks.
Isn't there a way to make fireworks shoot from a player in a direction, and explode at the target? Just like quaquecraft from hypixel, but without plugins.
Not exactly like Hypixel, but you can use a tellraw command to summon fireworks in a direction from the player. I wish there was a way to summon relative to the player without having them click their chat. Even with the summon command the fireworks will not be aimed, they will only go in the direction that the summon command is set to.
Maybe this is kind of late but with some kind of crazy command you can make them shoot in the direction of the mob... like testing for which direction you are looking haveing like 1000 command blocks to test for where the mob is and the a bunch more CB's to fire the projectile...
lol we need an easier way xD
EDIT: I have been working on some kinds of RPG classes in newer versions so I am fairly good at making them and with the new features you can balance your maps more easily.
Please feel free to ask questions if you have (if you are still working on the map...)
Maybe this is kind of late but with some kind of crazy command you can make them shoot in the direction of the mob... like testing for which direction you are looking haveing like 1000 command blocks to test for where the mob is and the a bunch more CB's to fire the projectile...
lol we need an easier way xD
EDIT: I have been working on some kinds of RPG classes in newer versions so I am fairly good at making them and with the new features you can balance your maps more easily.
Please feel free to ask questions if you have (if you are still working on the map...)
Yes, using 1.8 does make classes a lot easier to do. But still having 360 command blocks (1 for each degree of rotation) to test for rotation is slightly unrealistic. I agree, we do need an easier way to do this.
I did finish the map that I originally made this tread for but I make lots of maps with RPG classes, so it is can be used to help out for anyone who needs some ideas for RPG classes.
Sure I love playing around with RPG classes so basically I make lots of unik classes with skills and abilities.
like Mystic Bowman which can toggle his arrows to apply effects or not for a cost of mana (if toggled on).
Anyway 1 command block for each degree of rotation it will become something like 360*3 since we have 360+360+360 different rotations (360Y,360X,360Z)
I don't think you would really need all 360 degrees for each axis, you would only need one for the x rotation and y rotation, because z rotation can be included with x. But regardless, that would be a lot of command blocks. Which is why doing abilities that are not aimed would be better. Such as a sneak ability where you become invisible if you sneak, or a charge ability where you get a speed boost, or even a lightning spell where it would summon lightning at the players/entities around you in a certain radius. Or another thing that would be cool, a bomb ability/item where you could place it on the ground and after a set time, it explodes.
If you have any class suggestions please let me know in the comments.
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird
Thanks for the tip. I will make sure each class is balanced.
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird
Rouge (Thief): high speed, low armor, gains bonus money from mobs.
Hunter (Archer): high speed, mid armor, has a bow to attack from long range.
Berserker (Warrior): high health, high damage, very powerful attacks, but takes lots of damage.
Sentinel (Knight): medium health, medium damage, high armor, very tanky but not very fast.
Cleric (Healer): medium health, extra low damage, uses potions of healing and regen.
Necromancer (Dark Wizard): medium health, high damage, very powerful dark wizard but takes damage from his attacks.
What do you think? Any suggestions?
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird
Here is the command I have so far
/tellraw @p {"text": "Choose a Class", "extra": [{"text":" [Rouge]","color":"dark_gray","clickEvent":{"action":"run_command","value":"/scoreboard players add @p Rouge 1"},"hoverEvent":{"action":"show_text","value":" high speed, low armor, gains bonus money from mobs."}},{"text":" [Hunter]","color":"light_purple","clickEvent":{"action":"run_command","value":"/scoreboard players add @p Hunter 1"},"hoverEvent":{"action":"show_text","value":"high speed, mid armor, has a bow to attack from long range."}},{"text":" [Berserker]","color":"red","clickEvent":{"action":"run_command","value":"/scoreboard players add @p Berserker 1"},"hoverEvent":{"action":"show_text","value":"high health, high damage, very powerful attacks, but takes lots of damage."}},{"text":" [Sentinel]","color":"blue","clickEvent":{"action":"run_command","value":"/scoreboard players add @p Sentinel 1"},"hoverEvent":{"action":"show_text","value":"medium health, medium damage, high armor, very tanky but not very fast."}},{"text":" [Cleric]","color":"gold","clickEvent":{"action":"run_command","value":"/scoreboard players add @p Cleric 1"},"hoverEvent":{"action":"show_text","value":"medium health, extra low damage, uses potions of healing and regen."}},{"text":" [Necromancer]","color":"dark_red","clickEvent":{"action":"run_command","value":"/scoreboard players add @p Necromancer 1"},"hoverEvent":{"action":"show_text","value":"medium health, high damage, very powerful dark wizard but takes damage from his attacks."}}]}
And here is what it looks like in game
Set up an objective that tests for the use of the necromancer's weapons. When he uses those items, it just gives him a small instant damage effect
I think I get it. Another idea is to possibly test for damage on the weapons(you could replace the weapon each time, so the weapon would have infinite uses too!).
Woah, thanks for the epic tellraw command. I was going to just use regular old buttons, that way I can give a good visual of what items each class will have. I was also going to use teams instead of a scoreboard, that way I can add a prefix to their name to make the classes more real. The one downside to teams is that you can't turn pvp off if the players are all on different teams. I will probably not use the tellraw command, but perhaps some others who want to make classes can. Thanks for the suggestion.
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird
I was going to use splash potions of wither, poison, and instant damage, so if he hits himself with it he takes damage. I was also going to give him a sword and do what Ivya said with the score to test for when he uses his sword.
Thanks for the suggestions, I will have about 8 levels in Dungeon Arena 2, and they will be larger arenas. As for the berserker class being to op, I agree and the wizard with his regen is very op. I think that the classes in Dungeon Arena 1 were not very balanced. I am going to make it my goal to make each class in Dungeon Arena 2 as balanced as possible.
I will just use a sword and test for a stat.useitem.swordID objective. It would be more work to use a map. Using some of the other scoreboard objectives I could test for every time the necromancer deals damage, and then activate the effects. This is all in preliminary stages and might change once I start balancing the classes. Thanks for the suggestion.
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird
I really appreciate how much you are willing to help, and how much you have already done. I know how hard it is to write tellraw commands, and how time consuming it is. I just think that having a button with item frames will be more appealing and better for my goals. I want to make my map kid friendly, there are lots of kids who don't read very well, so having visuals such as item frames makes it easier for them to choose their class. Also there are lots of people who don't speak English who play my maps, so the visuals will be better for them too. You definitely have a lot of talent for writing tellraw commands. You should make an epic adventure map with quests and such using tellraw commands. You have a lot of potential, keep up the good work. Thanks for all you've done to try and help.
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird
EDIT: I just saw that I already posted that idea. Sorry about that!
Lol, that's fine. I am also very good with scoreboards and stuff like that. I think I can manage the actual making of the map on my own, I was just looking for input on how exciting and interesting the classes sound. I will let you know if I need anything though. Thanks.
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird
Not exactly like Hypixel, but you can use a tellraw command to summon fireworks in a direction from the player. I wish there was a way to summon relative to the player without having them click their chat. Even with the summon command the fireworks will not be aimed, they will only go in the direction that the summon command is set to.
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird
lol we need an easier way xD
EDIT: I have been working on some kinds of RPG classes in newer versions so I am fairly good at making them and with the new features you can balance your maps more easily.
Please feel free to ask questions if you have (if you are still working on the map...)
Yes, using 1.8 does make classes a lot easier to do. But still having 360 command blocks (1 for each degree of rotation) to test for rotation is slightly unrealistic. I agree, we do need an easier way to do this.
I did finish the map that I originally made this tread for but I make lots of maps with RPG classes, so it is can be used to help out for anyone who needs some ideas for RPG classes.
Thanks for your comment.
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird
like Mystic Bowman which can toggle his arrows to apply effects or not for a cost of mana (if toggled on).
Anyway 1 command block for each degree of rotation it will become something like 360*3 since we have 360+360+360 different rotations (360Y,360X,360Z)
I don't think you would really need all 360 degrees for each axis, you would only need one for the x rotation and y rotation, because z rotation can be included with x. But regardless, that would be a lot of command blocks. Which is why doing abilities that are not aimed would be better. Such as a sneak ability where you become invisible if you sneak, or a charge ability where you get a speed boost, or even a lightning spell where it would summon lightning at the players/entities around you in a certain radius. Or another thing that would be cool, a bomb ability/item where you could place it on the ground and after a set time, it explodes.
Follow me on twitter to stay up to date on my future map projects @NateT_Bird
Learn about map making on my YouTube channel: youtube.com/user/NateTBird