Currently, you can assign all sorts of enchants to tool and armor, and give
potions multiple custom effects. It's fun for a while, but it's still nowhere near
perfect for mapmakers. So what do I propose? Only 1, yes, 1, new item
for custom map makers to work with. The item has literally no effect to
start with. However, each individual one has completely configurable
parameters.
Custom weapon parameters
Whackingbreaks: Does hitting a mob with the item drain durrability?
Shootingbreaks: Does shooting with the item drain durrability?
Damage: Self-explanattory
Uses: Also self-explanatory. Leave it as 0 for infinite uses.
H-knockback: Horizontal knockback applied on hit
V-knockback: vertical knockback applied on hit
Image: How do you make a custom item image without a texture pack? The same way that
maps work; a data grid. First, create a 16x16 square image. Next, use a third party
tool to assign it to an individual custom weapon. Then it converts the image into a voxel
data map which is stored independantly within the world or server data, and works even
on multiplayer servers!
Potion effect: The potion effect(s) applied on hit. Time, strength and chance of
inflicting are also configurable.
Hasprojectile: Whether the right mouse button will fire a projectile or not. 1 for true, 0 for false.
Projectiledamage: How much damage the projectile deals
ProjectileH-knockback: Horizontal knockback applied on hit
ProjectileV-knockback: vertical knockback applied on hit
Projectilelifetime: How long, in seconds, the projectile lasts. 0 for infinite life.
Projectilepenetrates: How many entities the projectile can pass through without being destroyed
Projectileimage: Same principle as image
Projectilespeed: Slef-explanatory.
Rateoffire: Cooldown, in seconds, before another projectile can be fired.
Ammoitem: Allows you to configure what item is needed to fire the projectile, and how
many are consumed for each use.
Chargetime: Configures how long you must hold down right mouse before firing.
Projectilepotioneffect: Same as regular potion effect, but for projectile.
Projectileareaofeffect: Does your projectile do splash damage? How much?
Projectilespawns: Causes your projectile to create a block or entity on hit. What entity?
How many? Now you can finally live your dream of literally throwing creepers
at people!
Projectilegravitypercent: How much does gravity influence your projectile?
Projectileparticles: Shape, color and density of particles created by the projectile could
all be configured.
ALLLLLL of that stuff would be stored in the item's data itself. Youc ould create infinite varieties
of guns, swords, axes, summoning staffs, whatever, without using a single mod! The posibilities
are (almost) endless!
While I support any and all attempts at putting more power into modder's and mapmaker's hands (because Mojang themselves are just adding piddly little horses and such that take ages to implement while not-Mojang has designed entire games worth of content to customize the same product)...I don't see them focusing on something like this.
These are very cool ideas, although, as said above, I don't think Mojang will focus on items in the near future. You never know though, right? That's what the suggestions forum is for, after all.
Support. This would enable Mojang to easily add new items and weapons and tools for future updates as well as make modding easier.
I suppose that it would make modding and adding easier later on, but the main point is to allow players to
create their own completely customized weapons for their adventure maps without any mods.
While I support any and all attempts at putting more power into modder's and mapmaker's hands (because Mojang themselves are just adding piddly little horses and such that take ages to implement while not-Mojang has designed entire games worth of content to customize the same product)...I don't see them focusing on something like this.
Support given. But no hope given.
Seems like you've completely missed the entire redstone update including spawner minecarts, scoreboard, and all manner of other things designed specifically for mapmakers...
OP, while I do like some of them, many of them I don't agree with:
Whackingbreaks: Does hitting a mob with the item drain durrability?
Shootingbreaks: Does shooting with the item drain durrability?
These are irrelevant, use Unbreaking enchantment X if you don't want the items to break. Mojang has also mentioned an enchantment that would perform the function of Unbreaking X (and replace the removed negative damage values).
Uses: Also self-explanatory. Leave it as 0 for infinite uses.
Irrelevant, see above plus set your damage value to some number for limited uses.
H-knockback: Horizontal knockback applied on hit
V-knockback: vertical knockback applied on hit
Also irrelevant, Knockback enchantment
Image: How do you make a custom item image without a texture pack? The same way that
maps work; a data grid. First, create a 16x16 square image. Next, use a third party
tool to assign it to an individual custom weapon. Then it converts the image into a voxel
data map which is stored independantly within the world or server data, and works even
on multiplayer servers!
That would be difficult and, while cool, it's doubtful that many players would go through the trouble. So I have no opinion on this, except I know it has been suggested before as it's own suggestion.
Hasprojectile: Whether the right mouse button will fire a projectile or not. 1 for true, 0 for false.
You mean making an object throwable? What would be the point? Only a few objects make sense to be throwable (eggs, slimeballs, splash potions, fire charge), and only two of those items aren't (slimeballs, fire charge).
ProjectileH-knockback: Horizontal knockback applied on hit
ProjectileV-knockback: vertical knockback applied on hit
See above with knockback, though making it so that arrows enchanted with an enchantment would deal that enchantment would be useful for elemental arrows.
Projectilelifetime: How long, in seconds, the projectile lasts. 0 for infinite life.
Because arrows disappear when they hit a mob and deal damage, plus arrows on the ground decay to prevent lag after big battles, I fail to see a use for this.
Projectilepenetrates: How many entities the projectile can pass through without being destroyed
I'm not sure what this would accomplish, exactly, and I'm not sure it would be too useful.
Projectileimage: Same principle as image
See Image.
Projectilespeed: Self-explanatory.
Because projectiles and arrows go fast already, the only other direction you can go is to slow it down, and in my opinion that wouldn't look too good.
Ammoitem: Allows you to configure what item is needed to fire the projectile, and how
many are consumed for each use.
I don't understand this one, if you use an item as a projectile, it doesn't make logical sense that it would use up two of a completely different item.
Chargetime: Configures how long you must hold down right mouse before firing.
Doesn't hold too much of a use, so I couldn't care less about this one.
Projectilespawns: Causes your projectile to create a block or entity on hit. What entity?
How many? Now you can finally live your dream of literally throwing creepers at people!
It's very possible to create a custom overpowered sword, and this would do it. I also can't think of a reason any serious mapmaker would put this on their weapons, just my opinion.
Projectilegravitypercent: How much does gravity influence your projectile?
I don't understand the point of this, what use would this have?
Seems like you've completely missed the entire redstone update including spawner minecarts, scoreboard, and all manner of other things designed specifically for mapmakers...
OP, while I do like some of them, many of them I don't agree with:
These are irrelevant, use Unbreaking enchantment X if you don't want the items to break. Mojang has also mentioned an enchantment that would perform the function of Unbreaking X (and replace the removed negative damage values).
Irrelevant, see above plus set your damage value to some number for limited uses.
Also irrelevant, Knockback enchantment
That would be difficult and, while cool, it's doubtful that many players would go through the trouble. So I have no opinion on this, except I know it has been suggested before as it's own suggestion.
You mean making an object throwable? What would be the point? Only a few objects make sense to be throwable (eggs, slimeballs, splash potions, fire charge), and only two of those items aren't (slimeballs, fire charge).
See above with knockback, though making it so that arrows enchanted with an enchantment would deal that enchantment would be useful for elemental arrows.
Because arrows disappear when they hit a mob and deal damage, plus arrows on the ground decay to prevent lag after big battles, I fail to see a use for this.
I'm not sure what this would accomplish, exactly, and I'm not sure it would be too useful.
See Image.
Because projectiles and arrows go fast already, the only other direction you can go is to slow it down, and in my opinion that wouldn't look too good.
I don't understand this one, if you use an item as a projectile, it doesn't make logical sense that it would use up two of a completely different item.
Doesn't hold too much of a use, so I couldn't care less about this one.
It's very possible to create a custom overpowered sword, and this would do it. I also can't think of a reason any serious mapmaker would put this on their weapons, just my opinion.
I don't understand the point of this, what use would this have?
Well, time for some counterarguments.
Knockback options are not irrelevant, since knockback enchants can not alter vertical knockback.
The entity-spawning option could be used in a PvP map as a sort of necromancer staff which isn't
exactly a "weapon", but you could assign along-charge projectile which spawns 3-4 zombies.
Gravitypercentage is for if you want a projectile that DOES arc downwards over time, but can travel
fairly straight without moving insanely fast.
As for the ammoitem, the custom weapon isn't a thrown object, it's a sort of gun/bow/launcher.
So, say, you want a rocket launcher which uses TnT as ammo. Or you could have a superweapon
which requires a whole bunch of fire charges to shoot 1 fireball of doom.
Projectile lifetime could be used to make a very limited-range flamethrower, or a more creative use
such as a charged-up heavy hit form a battleaxe which only reaches the same distance as a normal
melee swipe and does splash knockback if it hits a wall/floor.
And a lot of the stuff is there just to give the player as much control over the weapon as possible
so that every custom weapon does NOT just feel like a restat of the bow/sword. The more options
the better when it comes to custom creating. Hey, let's remove the block-by-block building of
Minecraft and replace it with prefabricated buildings. That would "work", but it wouldn't be
much fun, now would it?
Knockback options are not irrelevant, since knockback enchants can not alter vertical knockback.
And what would be the point of vertical knockback, exactly? Unless there's some kind of combo system, it probably wouldn't be useful.
The entity-spawning option could be used in a PvP map as a sort of necromancer staff which isn't
exactly a "weapon", but you could assign along-charge projectile which spawns 3-4 zombies.
I realize that's its purpose, but that kind of weapon would create massive spam and wouldn't be as useful as you make it out to be.
Gravitypercentage is for if you want a projectile that DOES arc downwards over time, but can travel
fairly straight without moving insanely fast.
Makes a little more sense.
As for the ammoitem, the custom weapon isn't a thrown object, it's a sort of gun/bow/launcher.
So, say, you want a rocket launcher which uses TnT as ammo. Or you could have a superweapon
which requires a whole bunch of fire charges to shoot 1 fireball of doom.
Makes much more sense.
Projectile lifetime could be used to make a very limited-range flamethrower, or a more creative use
such as a charged-up heavy hit form a battleaxe which only reaches the same distance as a normal
melee swipe and does splash knockback if it hits a wall/floor.
The first example was accurate, the second was not. You could not make the second example with a projectile lifetime.
And a lot of the stuff is there just to give the player as much control over the weapon as possible
so that every custom weapon does NOT just feel like a restat of the bow/sword. The more options
the better when it comes to custom creating.
And in my opinion, people take suggestions too far with "customization". Like with the custom mob spawner suggestions, people want in game menus (which would end up being crowded and inefficient to have the same customizable features that NBTExplorer or another third-party editor has, so much so that it would be simpler to use said third-party editor), and with your suggestion it's that a lot of the tags would be rather useless, or could be simplified. Do I want more customization? Yes, very much, it would be incredibly useful for my adventure map, I'd use your suggestion about potion effects to create a poison dagger, the particles would be good to use for aesthetics on a battle axe, and if it were possible I would use the image mapping to make said battle axe and dagger into an actual battle axe and dagger. But your suggestion is inefficient to say the least; it doesn't take into account repetition (ProjectileImage and Image are the same thing, Projectilespawns and Projectileparticles are the same thing, and so on), and the suggested tags would be simply bulky and hard to work with.
Hey, let's remove the block-by-block building of Minecraft and replace it with prefabricated buildings. That would "work", but it wouldn't be much fun, now would it?
That's not the same thing. Should I even have to explain why? Blocks are the base of the game itself, weapons and edited NBTtags are not.
potions multiple custom effects. It's fun for a while, but it's still nowhere near
perfect for mapmakers. So what do I propose? Only 1, yes, 1, new item
for custom map makers to work with. The item has literally no effect to
start with. However, each individual one has completely configurable
parameters.
Custom weapon parameters
Whackingbreaks: Does hitting a mob with the item drain durrability?
Shootingbreaks: Does shooting with the item drain durrability?
Damage: Self-explanattory
Uses: Also self-explanatory. Leave it as 0 for infinite uses.
H-knockback: Horizontal knockback applied on hit
V-knockback: vertical knockback applied on hit
Image: How do you make a custom item image without a texture pack? The same way that
maps work; a data grid. First, create a 16x16 square image. Next, use a third party
tool to assign it to an individual custom weapon. Then it converts the image into a voxel
data map which is stored independantly within the world or server data, and works even
on multiplayer servers!
Potion effect: The potion effect(s) applied on hit. Time, strength and chance of
inflicting are also configurable.
Hasprojectile: Whether the right mouse button will fire a projectile or not. 1 for true, 0 for false.
Projectiledamage: How much damage the projectile deals
ProjectileH-knockback: Horizontal knockback applied on hit
ProjectileV-knockback: vertical knockback applied on hit
Projectilelifetime: How long, in seconds, the projectile lasts. 0 for infinite life.
Projectilepenetrates: How many entities the projectile can pass through without being destroyed
Projectileimage: Same principle as image
Projectilespeed: Slef-explanatory.
Rateoffire: Cooldown, in seconds, before another projectile can be fired.
Ammoitem: Allows you to configure what item is needed to fire the projectile, and how
many are consumed for each use.
Chargetime: Configures how long you must hold down right mouse before firing.
Projectilepotioneffect: Same as regular potion effect, but for projectile.
Projectileareaofeffect: Does your projectile do splash damage? How much?
Projectilespawns: Causes your projectile to create a block or entity on hit. What entity?
How many? Now you can finally live your dream of literally throwing creepers
at people!
Projectilegravitypercent: How much does gravity influence your projectile?
Projectileparticles: Shape, color and density of particles created by the projectile could
all be configured.
ALLLLLL of that stuff would be stored in the item's data itself. Youc ould create infinite varieties
of guns, swords, axes, summoning staffs, whatever, without using a single mod! The posibilities
are (almost) endless!
Support given. But no hope given.
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Curse PremiumI suppose that it would make modding and adding easier later on, but the main point is to allow players to
create their own completely customized weapons for their adventure maps without any mods.
Seems like you've completely missed the entire redstone update including spawner minecarts, scoreboard, and all manner of other things designed specifically for mapmakers...
OP, while I do like some of them, many of them I don't agree with:
These are irrelevant, use Unbreaking enchantment X if you don't want the items to break. Mojang has also mentioned an enchantment that would perform the function of Unbreaking X (and replace the removed negative damage values).
Irrelevant, see above plus set your damage value to some number for limited uses.
Also irrelevant, Knockback enchantment
That would be difficult and, while cool, it's doubtful that many players would go through the trouble. So I have no opinion on this, except I know it has been suggested before as it's own suggestion.
You mean making an object throwable? What would be the point? Only a few objects make sense to be throwable (eggs, slimeballs, splash potions, fire charge), and only two of those items aren't (slimeballs, fire charge).
See above with knockback, though making it so that arrows enchanted with an enchantment would deal that enchantment would be useful for elemental arrows.
Because arrows disappear when they hit a mob and deal damage, plus arrows on the ground decay to prevent lag after big battles, I fail to see a use for this.
I'm not sure what this would accomplish, exactly, and I'm not sure it would be too useful.
See Image.
Because projectiles and arrows go fast already, the only other direction you can go is to slow it down, and in my opinion that wouldn't look too good.
I don't understand this one, if you use an item as a projectile, it doesn't make logical sense that it would use up two of a completely different item.
Doesn't hold too much of a use, so I couldn't care less about this one.
It's very possible to create a custom overpowered sword, and this would do it. I also can't think of a reason any serious mapmaker would put this on their weapons, just my opinion.
I don't understand the point of this, what use would this have?
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
Well, time for some counterarguments.
Knockback options are not irrelevant, since knockback enchants can not alter vertical knockback.
The entity-spawning option could be used in a PvP map as a sort of necromancer staff which isn't
exactly a "weapon", but you could assign along-charge projectile which spawns 3-4 zombies.
Gravitypercentage is for if you want a projectile that DOES arc downwards over time, but can travel
fairly straight without moving insanely fast.
As for the ammoitem, the custom weapon isn't a thrown object, it's a sort of gun/bow/launcher.
So, say, you want a rocket launcher which uses TnT as ammo. Or you could have a superweapon
which requires a whole bunch of fire charges to shoot 1 fireball of doom.
Projectile lifetime could be used to make a very limited-range flamethrower, or a more creative use
such as a charged-up heavy hit form a battleaxe which only reaches the same distance as a normal
melee swipe and does splash knockback if it hits a wall/floor.
And a lot of the stuff is there just to give the player as much control over the weapon as possible
so that every custom weapon does NOT just feel like a restat of the bow/sword. The more options
the better when it comes to custom creating. Hey, let's remove the block-by-block building of
Minecraft and replace it with prefabricated buildings. That would "work", but it wouldn't be
much fun, now would it?
And what would be the point of vertical knockback, exactly? Unless there's some kind of combo system, it probably wouldn't be useful.
I realize that's its purpose, but that kind of weapon would create massive spam and wouldn't be as useful as you make it out to be.
Makes a little more sense.
Makes much more sense.
The first example was accurate, the second was not. You could not make the second example with a projectile lifetime.
And in my opinion, people take suggestions too far with "customization". Like with the custom mob spawner suggestions, people want in game menus (which would end up being crowded and inefficient to have the same customizable features that NBTExplorer or another third-party editor has, so much so that it would be simpler to use said third-party editor), and with your suggestion it's that a lot of the tags would be rather useless, or could be simplified. Do I want more customization? Yes, very much, it would be incredibly useful for my adventure map, I'd use your suggestion about potion effects to create a poison dagger, the particles would be good to use for aesthetics on a battle axe, and if it were possible I would use the image mapping to make said battle axe and dagger into an actual battle axe and dagger. But your suggestion is inefficient to say the least; it doesn't take into account repetition (ProjectileImage and Image are the same thing, Projectilespawns and Projectileparticles are the same thing, and so on), and the suggested tags would be simply bulky and hard to work with.
That's not the same thing. Should I even have to explain why? Blocks are the base of the game itself, weapons and edited NBTtags are not.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<