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    posted a message on Complete Minecraft Armour and Defences Guide
    Quote from TheMasterCaver»

    This is actually not true and explains why armor breaks so fast in PvP matches; the following code calculates the damage that armor gets:
    /**
     * Damages armor in each slot by the specified amount.
     */
    public void damageArmor(float p_70449_1_)
    {
     p_70449_1_ /= 4.0F;
    
     if (p_70449_1_ < 1.0F)
     {
     p_70449_1_ = 1.0F;
     }
    
     for (int var2 = 0; var2 < this.armorInventory.length; ++var2)
     {
     if (this.armorInventory[var2] != null && this.armorInventory[var2].getItem() instanceof ItemArmor)
     {
     this.armorInventory[var2].damageItem((int)p_70449_1_, this.player);
    
     if (this.armorInventory[var2].stackSize == 0)
     {
     this.armorInventory[var2] = null;
     }
     }
     }
    }

    "p_70449_1_" is the total incoming damage received; as you can see, the game divides this by four, clamped to a minimum of one; since it then converts this to an integer, which discards any fraction without rounding, 0-7.999.... damage (1-1.999... before the (int) conversion) will result in one durability being lost; 8-11.999... will result in 2; a point-blank creeper explosion on Normal difficulty (49 damage) will result in 12 durability being lost, and so on.

    Note that this is mostly relevant for PvP since in Survival most mobs deal less than 8 damage, even on Hard (e.g. zombies deal 2-3-4 damage on Easy-Normal-Hard; skeletons, the mob I get hit the most by, only deal up to 5, and so on).

    Another thing to note is that Unbreaking only works 40% of the time on armor, thus Unbreaking III only increases lifetime by 43%, less than just Unbreaking I on tools (100% increase) and a diamond sword without Unbreaking will last much longer, especially considering the above (each hit (8 damage) takes away 2 durability, up to 4 with a critical hit + Sharpness V, even more with Strength).

    You are a genius man! Thanks for that! I don't know how to get to the minecraft codes, so much of what I wrote came from various sources that said similar concepts... I tested a couple myself, but durability was not one of those... I will fix that and give you full credit for the information! ;)
    Posted in: Discussion
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    posted a message on Complete Minecraft Armour and Defences Guide
    Minecraft Armour and Enchantments:
    A Complete Guide to Defences and Resistances



    You will learn the ropes through 3 very simplified sections: Armour / Enchantments / Other. Some of the listed damage reductions are only achievable through item editing. These values are fully functional in vanilla Minecraft, but you will need another program or mod to attain them. I would recommend using Marglyph's TooManyItems mod if you plan on doing this.


    1. Armour

    This is the easiest of the three sections to understand. There are five different types of armour in Minecraft: leather, gold, chain, iron, and diamond. For each piece of armour that you wear, your character will gain additional armour points. Each represents a 4% reduction in damage received, and each represents an 8% reduction in damage. The maximum possible damage reduction with unenchanted armour is 80%.



    Unenchanted armour can only protect you from specific sources of damage though. Enchantments and other effects can be used to expand your range of protection, but they too are limited to certain forms of damage.



    Each piece of armour has a certain limit to the damage it can absorb before breaking. This is represented by the durability bar underneath the armour icon. Unlike damage reduction, there is no cap to durability when editing armour values! “Yezzz… Zohan likezzz! I’z wvill put like, 299,792,458 durability on my diamond-hard abs, to match my speed (m/s) in za Israeli man vs. bull race!”

    Armour durability values:


    The more damage you receive, the more your armour durability gets depleted (special thanks to TheMasterCaver for clairifying this). Below is a chart to illustrate the specifics (1 damage = 0.5 hearts):



    The above is based on this equation: damage received ÷ 4 = durability lost (rounded down to nearest whole #)

    Section 1 Examples:
    Lets say that you are wearing no helmet, a diamond chestplate, gold leggings, and iron boots. The diamond chestplate would give you , the gold leggings would add , and the iron boots would add another . This would give your character a total of . Now, this amount of armour points would decrease certain types of damage by 52% (6.5 armour points X 8%). The durability would be as follows: :DA: = 529, :GPANTS: = 106, :Iboots: = 196. The durability numbers represent the amount of damage that each piece can take before breaking. [SCENERIO 1] You are exploring a cave when out of nowhere, a skeleton appears and shoots you with an arrow. The arrow would do 2.5 hearts of damage if you had no armour. With your armour on, the arrow does 1 heart of damage (2.5 damage X 48% damage received = 1.2 rounded to 1). After getting hit by zombies 105 more times (5 damage each hit), your gold pants break! That same pesky skeleton comes along and shoots you again, dealing 2.5 hearts of damage. Now you see 1.5 hearts disappear (2.5 damage X 60% damage received = 1.5). [Scenario 2] You are on a PvP server when some bozo who's supposed to be on your team throws a splash potion of harming at you. The potion would do 3 hearts of damage without armour, but haha!, you're wearing :DA: , :GPANTS: , & :Iboots: ! You look at your health and see 3 hearts vanish! "Oh yeah... armour doesn't protect against instant damage from potions! :("



    2. Enchantments

    This is where concepts get a little tricky to understand. I have converted the enchantment formulas into a chart so that you do not have to worry about any complicated calculations. First off, each type of armour has an enchantability value associated with it. You do not have to worry about the formulas associated with this unless you plan on using an enchantment table to enchant your armour. Basically, these values determine the odds of getting certain enchantments on your armour.

    In order from highest to lowest, here are the odds of getting rare enchantments:
    Gold > Leather > Chain > Diamond > Iron

    And this is the order of defensive enchantment rarity:
    Protection > Feather falling, Fire protection, Projectile protection > Blast protection

    Here is a link to a simple enchantment probability calculator I’ve found. If you want to know exactly how this works, then read the spoiler below. But be warned, these calculations can mess with your mind! “Ehhmm, zat wvould be a pazz from me… Gimmi za calc!”
    Coming soon
    For now, you will have to read this.

    Now I will describe how enchantments work to reduce damage. There are five types of armour enchantments that reduce damage intake: protection, fire protection, projectile protection, blast protection, and feather falling. The types of damage that each enchantment protects against are listed in the black table above.

    When a form of damage that is exclusively protected by an enchantment(s) is opposed on the player or mob, no durability is lost. Defensive enchantments each have an assigned “enchantment protection factor” value, which stack with additional enchanted armour pieces. When added together, you get a total that cannot exceed 25. When taking enchantment(s)-exclusive damage, you will get the following percent reductions (which vary on every attack, and stack with other enchantments):



    If the damage that you are receiving is protected by both the armour and the enchantment, then the way that they stack is unique. The enchantment damage reduction is a percent of the damage received after the armour reduction:
    [(% enchantment damage reduction) X (% damage received)] + (% armour damage reduction) = total % damage reduction

    Here is another detailed mechanism explanation if you want to understand where I derived the above table from.
    Coming soon
    For now, you will have to read this.

    Section 2 examples:
    Coming soon



    3. Other Effects

    Coming soon


    :Orange::Orange::Orange::Orange::Orange: Thanks for reading! If you have any questions or comments please post them! :Orange::Orange::Orange::Orange::Orange:
    Posted in: Discussion
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    posted a message on [1.8] Command Block Tutorials - Custom Map Mechanics - Bleeding/Bandage System, Mob Health Bars, Triggers, Tellraw and more!
    This helped me a lot! Thanks! Also, would you be able to create a pdf or something to use offline? That would be narley! Just a suggestion ;)
    Posted in: Mapping and Modding Tutorials
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    posted a message on [ADV/PUZ] ReverseBottle's Temple Series [7500+ Downloads] Newest Map: Shadow Temple
    I'm really tempted to try this, but I will wait for the final product. :P From what I see this looks like a beautiful eye-straining masterpiece! Keep up the good work! :D
    Posted in: Maps
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    posted a message on [ADV/PUZ] The Fire Temple - Explore, Solve Puzzles, and Chop Skeletons [2700+ Downloads] Brand new type of map! 7+ Hours of Play
    Quote from ReverseBottle

    You my methods and opinions too well! ;)

    I can read your mind! :steve_shocked:
    Posted in: Maps
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    posted a message on [Vanilla] [1.6.1] Zombies V: Last of Civilization 300+ downloads and counting
    Looks like a whole lotta work went into this! I still don't fully get the objective of this map, but it looks cool (and colourful)!
    Posted in: Maps
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    posted a message on [ADV/PUZ] The Fire Temple - Explore, Solve Puzzles, and Chop Skeletons [2700+ Downloads] Brand new type of map! 7+ Hours of Play
    Quote from QcBIGZ

    WOW THIS IS A VERY GOOD MAP. IF YOU NEED HELP FOR THE NEXT ONE IT WOULD BE A PLEASURE FOR ME TO HELP BUILD IT. I HAVE QUITE A LOT OF EXPERIENCE IN MAP-MAKING AND I LOVE THESE KINDS OF MAPS. P.M. ME IF YOU'RE INTERESTED AND WE COULD MAKE SOMETHING PRETTY GOOD. XD

    :lol: This is funny! You know that it's hard for a mapmaker to accept help from anyone. You may or may not understand why, but inconsistent design, unpredictability, and time wasted on explaining what to do are some reasons people may not want help. I could see some exceptions to this though... You must prove yourself! ;) This is just my opinion though.
    Posted in: Maps
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    posted a message on [ADV/PUZ] The Fire Temple - Explore, Solve Puzzles, and Chop Skeletons [2700+ Downloads] Brand new type of map! 7+ Hours of Play
    Quote from ReverseBottle

    It's so great to see a familiar name on here! And, well, I just enjoy making maps. It's fun to me :D
    Also, I'd like you to be a test subject for what I have so far. I'll tell you when you can test ;)
    And I'm also honored that I'm the reason for your spark of "rejuvenation" (I don't know what I said.) Can't wait to release this thing.

    Test dummy! Oh Yeah! :D
    The longer the map, the better! When I played your map, I got stuck many times, and I never got bored because just before that happened, I saved and quit. I just continued the next day. I admit running back for kilotter's aid on some puzzles, but I try for an hour or two before that. Make it giant and be evil with the difficulty! ;)
    Posted in: Maps
  • 1

    posted a message on [ADV/PUZ] The Fire Temple - Explore, Solve Puzzles, and Chop Skeletons [2700+ Downloads] Brand new type of map! 7+ Hours of Play
    Do my eyes deceive me!!?? I really can't believe that you're working on your map again! I guess I just don't have as much motivation as you do! :P You are a true mapmaker. You're map is going to be the reason I hop back onto minecraft! :D ...and don't worry about bumping, I'll (try to) do that for you!
    Posted in: Maps
  • 0

    posted a message on [1.5] [Redstone] 10x10 Tracking Device (Sonar Grid with Monitor)
    Not as I planned it to be, but using the most up to date minecraft technology, ladies and gentlemen, give it up for

    The Plasma Screen Mantracker Sonar!

    With the /testfor command being added, I took advantage of size, speed, and the area of tracking. Each 2x2 redstone lamp on the monitor will now represent a 3x3 area on the tracking pad. The blue dots just show the center of the 3x3 areas. The flat-screen is a vast improvement from previous technologies, and the signal speed is noticeably faster. The wireless signal tops off this sonar with a sleek clean appearance. Now go on and stalk the world my children... Moua ha ha ha ha!

    *This version only tracks players
    *The sonar will not work if the tracking pad is moved
    *The sonar will not work if moved into another world
    *To fix these issues, change the coordinates on the command block


    Please Oh Please Download And Please Comment!!! I Need 200 Downloads!!!
    Posted in: Maps
  • 0

    posted a message on slenderman map
    I don't know about the game you're talking about, but I think a successful zombie/creeper apocalypse map should always have puzzles. :SSSS: :Zombie: :SSSS: :Zombie: :SSSS: :Zombie: :SSSS: :Zombie:
    Posted in: Maps
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    posted a message on [1.5] [Collection] RF2's Redstone Creations
    Quote from Slender123

    love the tracking device! :SSSS:

    Thanks man! I'm planning on updating it for the highest possible signal speed. I'm 99.999% sure that after this update, there will be nothing you can do to make a faster-running tracking device! It will be perfect! The only improvements afterward would be in size. :lol:
    Posted in: Redstone Creations
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    posted a message on [ADV/PUZ] The Fire Temple - Explore, Solve Puzzles, and Chop Skeletons [2700+ Downloads] Brand new type of map! 7+ Hours of Play
    Let me guess... Updates are changing mechanisms, you want to take a break from building, and the project is taking longer than you thought. This is what's happening to me right now! :blink:

    ...And congratulations on reaching 10000+ views!
    Posted in: Maps
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    posted a message on [1.5] [Redstone] 10x10 Tracking Device (Sonar Grid with Monitor)
    Thanks little knight thingy! :P
    I'm going to release a new version soon that has zero delay (well very slight, but hardly noticeable). It will use the new comparators being added in the next update (since they have no delay).
    Posted in: Maps
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    posted a message on [1.5] [Redstone] 10x10 Tracking Device (Sonar Grid with Monitor)
    Quote from Mulan15262

    Seems like a cool creation.

    To keep it from going crazy with multiple entities, I'd suggest you to replace the tripwire with something else. I don't know what it should be, though, because I am inexperienced at making such devices.

    Thanks for commenting! I think that tripwire is the only way to do it, because pressure plates would activate more than one signal at once.
    Posted in: Maps
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