With this idea, most items have have some additional effect added to them that will effect other players and mobs when you cover them in the said object. You can do this in three ways:
Physically
You can rub/hit/cover said object on the target. (left click) or you can throw it a short distance (not with the normal Q, It'll be a seperate button, probably F, but it can be rebound to another key)
Dispenser
Dispensers will now fire items with an effect like a projectile, adding it's respective effects when hit. Solid blocks or objects that are too large or otherwise impractical to try firing through the air can't be used in this.
New weapon
A new ranged weapon could be implanted that would use random items for ammo (The closest item to it on the bar will be fired, it'll alternate between the two if there is a tie) it'd function alot like a bow.
Generally:
If an object will apply an effect that can already be obtained with a normal item, it'll be weaker or may not always work.
If effect either effects movement, or comes from a fairly common block, the effect will be reduced every time it's used until it becomes useless for the sake of balance (everyone blinding everyone with dirt for instance, isn't very fair)
Now, the items themselves, listed by their menus in creative mode. Unlisted are either creative only, can't be used, or I haven't developed ideas for yet.
Building blocks.
Most blocks here won't be useable for this function.
Glass and glowstone will shatter and imbed shards into the target, causing the target to bleed (a damage over time effect.)
Dirt, sand, gravel, soulsand, and mycelium will temporarily blind the target. Effectiveness goes down upon each use for fairness/balance reasons.
Decoration
Vines and webs will temporarily tangle up the target, stopping them, but the effect is reduced if used many times in a row. Swinging a sword will cut through the vines and instantly end the effect.
Torches have a small chance of lighting the target on fire.
Mob heads will function as in normal minecraft, assuming they too are included in the "auto equip" feature with dispensers, with the only change being that you can use the new button or weapon to also do this.
Glass panes and flower pots will shatter and imbed shards into the target, causing the target to bleed (a damage over time effect.)
Redstone
This could be hard to implant and thus be removed at a later date, but Redstone dust can cover a target and will act as an inactive redstone wire for adjacent blocks (meaning the person effected could finish a circuit if they stood in the right place) and if lit on fire the redstone will become powered, causing adjacent blocks to act as if powered by redstone (stay away from tnt!) Potientally the target could also take damage if they end up helping to finish a circuit.
Transport
None atm.
Misc.
Water and lava buckets retain their current functions, but potientally the new button and weapon could allow one place water/lava buckets at range, at the cost of losing the bucket.
Water it's self however has some new effects. It will clear any effects currently effecting you, and it will get you wet. While wet move at a slightly slower pace, but you will be immune to one fire attack, which will remove the effect. The effect will be removed quicker if close to lava, it's day, or you're in a desert, and in the nether it's instantly dispelled. If close to snow or in a snow biome, the effect will instead turn to chilled, which causes you to move even slower then normal and retains none of the perks from being wet.
Fire charges can now be thrown with the new key and weapon, allowing you to light fires at a distance, or light people on fire directly.
Slimeballs will stick to you and make it difficult to move, but each use makes it less effective.
Snowballs will be the same.
Food
None atm
Tools
None atm
Combat
The new button and weapon will be able to use the new "auto equip" feature added in 1.5 to equip armor onto other players.
Potions
Potions will not be used for the sake of fairness, and the fact they pretty much already have this. Heck, this is what gave me this whole idea to begin with.
Materials
Dyes will colour your leather armor if you happen to be wearing some that isn't already dyed.
Wheat will attract farm animals and the like to you, and they may acidentally bite you while they try to get the wheat. (They become hostile)
Gunpowder will cause a small explosion in additon to normal damage if you are effected by a fire attack.
Though near impossible to implant, if all went perfect glowstone dust would make you light up the area you're in. Instead the way to do it with the current system is this could increase mobs interest in your since you're easier to see, to the point where their detection radius is increased for you, but you also get to see easier in the dark.
Please post your feedback!
Thanks to Frog81 for adressing that using "Q" for this would cause major problems!
"Here, have my wheat, make some bread" "OMFG THE CHICKENZEZ ARE EATING MEEE!" "Here, have some redstone!" (Struck by lightning) "OMFG THE LIGHTNING ONE HIT ME AND BURNT MAI DIAMOND ARMOUUUUR!" "Here, have my glowstone" "Umm, I can see really far, but it didn't pop into my inventory" "Here, have my slimeballs to make a sticky piston" "OMFG I'M STUCK AND CAN'T MOVE" As that would happen, no support. Don't say "Use right click" as that is also used for placing redstone and dumping water.
Whoops....that'd be amusing for a second but I didn't think of that. Okay, I'm thinking of three options to fix this then.
First is "me being lazy" mode, where you'd have to throw the items onto the ground, then pick them up to prevent it effecting you.
Second is left clicking. Not trying to be a smart ass here, because if you think about it you already use the left mouse buttons to use tools and weapons. Sure it wouldn't be literally throwing, but it gets the job done.
Third would be turning this idea into a weapon. It'd function like a bow, perhaps with shorter range, and could use most items as ammo, with the effects listed above.
I'll add the prefiered option to the OP if anyone likes these.
Whoops....that'd be amusing for a second but I didn't think of that. Okay, I'm thinking of three options to fix this then.
First is "me being lazy" mode, where you'd have to throw the items onto the ground, then pick them up to prevent it effecting you.
Second is left clicking. Not trying to be a smart ass here, because if you think about it you already use the left mouse buttons to use tools and weapons. Sure it wouldn't be literally throwing, but it gets the job done.
Third would be turning this idea into a weapon. It'd function like a bow, perhaps with shorter range, and could use most items as ammo, with the effects listed above.
I'll add the prefiered option to the OP if anyone likes these.
Those ways would be fine. I just didn't want to risk being eaten by chickens on accident.
Physically
You can rub/hit/cover said object on the target. (left click) or you can throw it a short distance (not with the normal Q, It'll be a seperate button, probably F, but it can be rebound to another key)
Dispenser
Dispensers will now fire items with an effect like a projectile, adding it's respective effects when hit. Solid blocks or objects that are too large or otherwise impractical to try firing through the air can't be used in this.
New weapon
A new ranged weapon could be implanted that would use random items for ammo (The closest item to it on the bar will be fired, it'll alternate between the two if there is a tie) it'd function alot like a bow.
Generally:
If an object will apply an effect that can already be obtained with a normal item, it'll be weaker or may not always work.
If effect either effects movement, or comes from a fairly common block, the effect will be reduced every time it's used until it becomes useless for the sake of balance (everyone blinding everyone with dirt for instance, isn't very fair)
Now, the items themselves, listed by their menus in creative mode. Unlisted are either creative only, can't be used, or I haven't developed ideas for yet.
Building blocks.
Glass and glowstone will shatter and imbed shards into the target, causing the target to bleed (a damage over time effect.)
Dirt, sand, gravel, soulsand, and mycelium will temporarily blind the target. Effectiveness goes down upon each use for fairness/balance reasons.
Decoration
Torches have a small chance of lighting the target on fire.
Mob heads will function as in normal minecraft, assuming they too are included in the "auto equip" feature with dispensers, with the only change being that you can use the new button or weapon to also do this.
Glass panes and flower pots will shatter and imbed shards into the target, causing the target to bleed (a damage over time effect.)
Redstone
Transport
None atm.
Misc.
Water it's self however has some new effects. It will clear any effects currently effecting you, and it will get you wet. While wet move at a slightly slower pace, but you will be immune to one fire attack, which will remove the effect. The effect will be removed quicker if close to lava, it's day, or you're in a desert, and in the nether it's instantly dispelled. If close to snow or in a snow biome, the effect will instead turn to chilled, which causes you to move even slower then normal and retains none of the perks from being wet.
Fire charges can now be thrown with the new key and weapon, allowing you to light fires at a distance, or light people on fire directly.
Slimeballs will stick to you and make it difficult to move, but each use makes it less effective.
Snowballs will be the same.
Food
None atm
Tools
None atm
Combat
The new button and weapon will be able to use the new "auto equip" feature added in 1.5 to equip armor onto other players.
Potions
Potions will not be used for the sake of fairness, and the fact they pretty much already have this. Heck, this is what gave me this whole idea to begin with.
Materials
Wheat will attract farm animals and the like to you, and they may acidentally bite you while they try to get the wheat. (They become hostile)
Gunpowder will cause a small explosion in additon to normal damage if you are effected by a fire attack.
Though near impossible to implant, if all went perfect glowstone dust would make you light up the area you're in. Instead the way to do it with the current system is this could increase mobs interest in your since you're easier to see, to the point where their detection radius is increased for you, but you also get to see easier in the dark.
Please post your feedback!
Thanks to Frog81 for adressing that using "Q" for this would cause major problems!
First is "me being lazy" mode, where you'd have to throw the items onto the ground, then pick them up to prevent it effecting you.
Second is left clicking. Not trying to be a smart ass here, because if you think about it you already use the left mouse buttons to use tools and weapons. Sure it wouldn't be literally throwing, but it gets the job done.
Third would be turning this idea into a weapon. It'd function like a bow, perhaps with shorter range, and could use most items as ammo, with the effects listed above.
I'll add the prefiered option to the OP if anyone likes these.
ind of support, don't see why I would use it, but....
Those ways would be fine. I just didn't want to risk being eaten by chickens on accident.
EDIT: Updated.