Mob party, are you going to be able to survive waves of monstrous creatures, or will you end up becoming the potato chips? Battle your way through wave after wave of zombies, skeletons, pigmen, and spiders! Upgrade your artillery in the shop to become unbreakable, and bring the enemies to their knees!
Mob Party Beta 1.0
Full list of the features includes:
- Currently Command operated
- A shop
- Boss waves (made up of Pigmen and Skeletons)
- One default map
- Fully functional life system (start of with 3 lives)
A list of planned features include:
- A combo system
- Even smarter kill detection
- Allow use of bows (goes with smarter kill detection)
- Fully automatic wave/intermission cycle
- Multiplayer compatibility
Download link (Includes Default map and Mod file):
- If a mob kills itself, the game doesn't count it, disabling progression
Solution: Use the double point glitch below.
- If you kill a mob and are fast enough, you can tap the corpse before it disappears and get it to count for two kills instead of 1. This causes the round to end early sometimes, but killing mobs during the intermission won't mess anything up.
- The kill counter can't detect a bow kill. So I didn't put it in the shop.
- Kill counter can't detect friendly fire (skeleton killing another enemy) Solutions: Kill the skeleton or enemies around before it does. Or use the double point glitch to get that lost kill.
Commands:
/startgame - starts the game.
/startwave - starts next wave.
/shop <1/2> - shows list of shop items.
/money - shows the amount of money you have.
Any commands I left out are mentioned during the game so you will have to wait til you need them to find them out.
I love it! may I suggest the final boss being multiple zombie pigmen with 400 health?
I LOVE IT!! Now if I can just overtake my lazyness...Also this is a bug but I left as a penalty for people who try to edit in item on that map: If you leave during the game and come back, the game counts off a life.. So don't leave unless you are quitting...Might not be able to work on this due to inability to beta test it....wait.. I haven't even tried to use mods on MCPE 8.0 Test Build yet...
Mob Party Beta 1.0
Full list of the features includes:
- Currently Command operated
- A shop
- Boss waves (made up of Pigmen and Skeletons)
- One default map
- Fully functional life system (start of with 3 lives)
A list of planned features include:
- A combo system
- Even smarter kill detection
- Allow use of bows (goes with smarter kill detection)
- Fully automatic wave/intermission cycle
- Multiplayer compatibility
Download link (Includes Default map and Mod file):
https://db.tt/yS24lywQ
Currently known bugs:
- If a mob kills itself, the game doesn't count it, disabling progression
Solution: Use the double point glitch below.
- If you kill a mob and are fast enough, you can tap the corpse before it disappears and get it to count for two kills instead of 1. This causes the round to end early sometimes, but killing mobs during the intermission won't mess anything up.
- The kill counter can't detect a bow kill. So I didn't put it in the shop.
- Kill counter can't detect friendly fire (skeleton killing another enemy) Solutions: Kill the skeleton or enemies around before it does. Or use the double point glitch to get that lost kill.
Commands:
/startgame - starts the game.
/startwave - starts next wave.
/shop <1/2> - shows list of shop items.
/money - shows the amount of money you have.
Any commands I left out are mentioned during the game so you will have to wait til you need them to find them out.
I mean do u update this mod?