The Meaning of Life, the Universe, and Everything.
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haha this is a dumb idea isnt it
in order to craft, armor patterns with redstone but with the respective iron gear in any of the remaining slots.
example: redstone boots require 4 redstone in a boot pattern with a pair of iron boots in any of the empty remaining slots.
redstone armor offers little protection, but there are two quirks to it.
1: it will give off a redstone signal with a range of 8 blocks. each block increases the power of the signal by 2. for example, a block 8 blocks away will receive a redstone signal with a power of 1. a block next to you receives a power of 16.
2: it can "conduct" damage. when you take damage, some of it is blocked. the blocked damage is sent to the nearest entity that did not deal the damage to take. for example, if a zombie hit me for 4 damage, i would take 3 damage and the closest skeleton would take 1 damage. if a creeper exploded, i would take 20 damage and the closest zombie will take 5 damage, etc. and if there are no other entities besides the one that dealt the damage, i take full damage. a full suit of redstone armor only provides 6 armor (3 chestplates) . therefore, protection enchants are very useful. protection enchants will increase the damage reduced and therefore increase the damage i deal. lastly, if the amount of damage conducted kills the targeted entity, it will save the damage and deal it to the next entity.
i think i will do this for the other ores as well.
The Meaning of Life, the Universe, and Everything.
Location:
here
Join Date:
11/17/2015
Posts:
68
Location:
i live here
Member Details
ah.
maybe not redstone.
hm. let me try converting this to a weapon
in another thread, i suggested a whip weapon that has you target entities by right-clicking on them and then dealing damage to the entities you clicked. maybe thats a bit more interesting.
actually screw it let me post the whole thing here
haha this is a dumb idea isnt it
in order to craft, armor patterns with redstone but with the respective iron gear in any of the remaining slots.
example: redstone boots require 4 redstone in a boot pattern with a pair of iron boots in any of the empty remaining slots.
redstone armor offers little protection, but there are two quirks to it.
1: it will give off a redstone signal with a range of 8 blocks. each block increases the power of the signal by 2. for example, a block 8 blocks away will receive a redstone signal with a power of 1. a block next to you receives a power of 16.
2: it can "conduct" damage. when you take damage, some of it is blocked. the blocked damage is sent to the nearest entity that did not deal the damage to take. for example, if a zombie hit me for 4 damage, i would take 3 damage and the closest skeleton would take 1 damage. if a creeper exploded, i would take 20 damage and the closest zombie will take 5 damage, etc. and if there are no other entities besides the one that dealt the damage, i take full damage. a full suit of redstone armor only provides 6 armor (3 chestplates) . therefore, protection enchants are very useful. protection enchants will increase the damage reduced and therefore increase the damage i deal. lastly, if the amount of damage conducted kills the targeted entity, it will save the damage and deal it to the next entity.
i think i will do this for the other ores as well.
look out
ah.
maybe not redstone.
hm. let me try converting this to a weapon
in another thread, i suggested a whip weapon that has you target entities by right-clicking on them and then dealing damage to the entities you clicked. maybe thats a bit more interesting.
actually screw it let me post the whole thing here
whip - ranged attack, low damage, high attack speed, low knockback, sorta? spread damage, light piercing, lightweight
ability - click your opponents with right click and then left click to attack, sort of a targeting system. 1 attack per entity.
broadsword - short range, med-high damage, low attack speed, high knockback, spread damage, low chance of piercing, heavyweight
ability - ?
flail - slightly ranged, med-high damage, low atack speed, no knockback, fair chance of piercing, weighs a little more than average.
ability - draws opponents in roughly 1-2 block away from you upon hit.
mace - average range, high damage, low attack speed, average knockback, high chance of piercing, weighs a little more than average
ability - stuns enemies for 2-3 second when you critical them.
dagger - very short range, low damage, high attack speed, no knockback, high piercing
ability -
waraxe - short-ish range, high damage, low low attack speed, high knockback, high piercing, heavyweight
ability - knocks enemies sideways. if they hit a wall, stun for 1-2 seconds.
spear - high range, low damage, high attack speed, no knockback, high chance of piercing, very lightweight
ability - lunges at enemies when you attack them. places you roughly 1 blocks awa from them.
i dont know how we should implement these into the game though.
look out
Why did you change what your thread is half-way through?
i dunno, i just feel like making a thread for the weapons without creating a new thread. i dont really know the customs around here.
look out
You create a new thread, dammit.