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I think people have been working for a long time on different versions of stuff like this, but I'm really proud of what I've put together here. I started with the Fire Arrow as the most basic functionality. It's simple and easy to use and understand, but each arrow has unique features that make them valuable and decisive.
The Fire Arrow is basically simple, enemies in it's area of effect get caught on fire. The closer they are, the longer they burn; stacking damage accordingly. There's also a little bit of bonus damage done to whichever target you strike directly.
The Ice Arrow is pretty similar, albeit using a new status effect. Frozen Mobs can be climbed, and the Arrow itself will leave an Ice Block wherever it bursts. It can be used to build towers and bridges, and thereby gimp Outdoor Adventure Worlds. You can remove this feature, but it involves going into the"ice_arrow.mcfunction" file.
The Shock Arrow has three basic Ranges. It's Chain Lightning Effect has potentially Huge Range, if Enemies are spread out evenly. But Targets caught in the Initial Burst drop both Hand Items. Any Mob you hit directly is also blown out of their Boots and Helmet.
The Bomb Arrow is really easy to understand. It's just an Explosion. Direct hits also do massive bonus damage. Be careful where you shoot it, though. It is the only Magic Arrow that damages the Player, and the only one with Gravity.
You can use "/gamerule mobGriefing" to decide whether or not it actually breaks blocks, but remember that the explosion is slightly larger than a usual Creeper.
The Light Arrow instantly kills any target it hits, unless tagged "safe". It's power is absolute, and you're trusted to use it righteously. The bright flash also causes strong Area of Effect Damage indicated by the glowing effect. As a bonus, it can be used to light up dark areas, leaving behind a trail of glowing Particles.
Obviously, if you'd like to add this Datapack into an Adventure World (or anyplace else meant to be public) I only ask that you give proper credit.
The Fire Arrow is basically simple, enemies in it's area of effect get caught on fire. The closer they are, the longer they burn; stacking damage accordingly. There's also a little bit of bonus damage done to whichever target you strike directly.
The Ice Arrow is pretty similar, albeit using a new status effect. Frozen Mobs can be climbed, and the Arrow itself will leave an Ice Block wherever it bursts. It can be used to build towers and bridges, and thereby gimp Outdoor Adventure Worlds. You can remove this feature, but it involves going into the"ice_arrow.mcfunction" file.
The Shock Arrow has three basic Ranges. It's Chain Lightning Effect has potentially Huge Range, if Enemies are spread out evenly. But Targets caught in the Initial Burst drop both Hand Items. Any Mob you hit directly is also blown out of their Boots and Helmet.
The Bomb Arrow is really easy to understand. It's just an Explosion. Direct hits also do massive bonus damage. Be careful where you shoot it, though. It is the only Magic Arrow that damages the Player, and the only one with Gravity.
You can use "/gamerule mobGriefing" to decide whether or not it actually breaks blocks, but remember that the explosion is slightly larger than a usual Creeper.
The Light Arrow instantly kills any target it hits, unless tagged "safe". It's power is absolute, and you're trusted to use it righteously. The bright flash also causes strong Area of Effect Damage indicated by the glowing effect. As a bonus, it can be used to light up dark areas, leaving behind a trail of glowing Particles.
Obviously, if you'd like to add this Datapack into an Adventure World (or anyplace else meant to be public) I only ask that you give proper credit.
Compatibility | Minecraft 1.18 |
to | Minecraft 1.19 |
Tags |
3 Update Logs
Shock Arrow Added : by MHB 08/14/2022 12:58:13 pmAug 14th, 2022
It's about time I started adding Arrows. With this, the Zelda Classics are covered, and I can start getting creative. There are a few more Arrows in the Works, with lots more dumb ideas floating around. But this update cleans up a lot of the Namespaces for certain Tags and Scores. The new "load.mcfunction" removes the old ones, and the improvements to the "tick.mcfuntion" will make new Arrows easier to add. The next update will not include the old Namespaces at all, and the new ones should help avoid any conflict. There are also new Particles for some of the Vanilla Tipped Arrows, based on their Amplifier.
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But yeah, Air Arrow sounded silly to me, too. It'll be the first one which will affect nearby Mobs around the Arrow as it flies. It should be a simple feature, and if I nail it down I can incorporate it into a few of the others. I mean, the Light Arrow does generate Light, so I guess it already makes a difference through the air. But the what I have in mind for the Wind Arrow is much different.
I'm gonna call all the attention I can to it. I know we can turn it up. Rock and Roll and Thanks, again.
Makes it work only on worlds it already works... really defeats the purpose. A stupid mistake, and I'm very sorry to you all.
Thank you for taking the time to let me know, the newest download will work.
Or you can use "/function magic:0_single/presets" to manually enable it.