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What should i add next to my Magic Datapack?
I really woud love to add more things but i really dont have ideas... so i thought i could ask you for ideas :)
If you have specific ideas just write a comment!
I really woud love to add more things but i really dont have ideas... so i thought i could ask you for ideas :)
If you have specific ideas just write a comment!
Create an account or sign in to comment.
23
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What about wands with a tiering system, each tier has new spells but is more exensive than the last
Imagine you could look at a mob and type a spell in all caps in chat and it would do it
EDIT: you cant do chat triggers in datapacks i dont think though Maybe shift left click and shift right click to cycle spells and left click to shoot it with a cooldown
Imagine you could look at a mob and type a spell in all caps in chat and it would do it
EDIT: you cant do chat triggers in datapacks i dont think though Maybe shift left click and shift right click to cycle spells and left click to shoot it with a cooldown
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make custom utility enchants for underutilized items like a ¨discord¨ enchant for the rod that if the bobber collides with the ground it will teleport you like an enderpearl, or an enchant for the carrot/fungus on a stick that makes the ride mob move faster when equipped
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How about custom spell packs
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genius
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You could add in an amulet that makes it so you can go in a semi-ghost form and haunt someone.
You can sort of fly, but only in short bursts.
You can also teleport to a random player one time per amulate.
One use, lasts for a few minutes, and you can still die.
However, while being in ghost form, you cannot be killed by most wepons, like swords, axes, ect.
You can only be killed by some kind of special mobs/weapons.
And if you die, than when you respawn, you have some negitive effects.
You can sort of fly, but only in short bursts.
You can also teleport to a random player one time per amulate.
One use, lasts for a few minutes, and you can still die.
However, while being in ghost form, you cannot be killed by most wepons, like swords, axes, ect.
You can only be killed by some kind of special mobs/weapons.
And if you die, than when you respawn, you have some negitive effects.
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That’s actually a really good (and especially balanced) idea! I will 100% add it in a future update!
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You can add like some elemental wizard staffs like ummmm fire staff, water staff etc. Like their features would be something like: -
(1) Fire staff - works like lava walker, when holding it, when you walk on lava it transforms into basalt block
(2) Fire Staff - When killing a mob while holding it, it gives auto smelted drops
etc
(If you can, then add this to your data pack Flyrr. I think this will function properly in a mod. Your choice)
(1) Fire staff - works like lava walker, when holding it, when you walk on lava it transforms into basalt block
(2) Fire Staff - When killing a mob while holding it, it gives auto smelted drops
etc
(If you can, then add this to your data pack Flyrr. I think this will function properly in a mod. Your choice)
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Cool idea! And the best is, that it isnt even that hard to make! But instead of making it a wand, i think i will make it more like elemental magic weapons! Would be a bit strange to hit a pig with a wand i think xD
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Well your choice btw I was saying while HOLDING the staff, not to hit the pig with a wand. You can kill mobs with a sword and it will autosmelt when you will be holding the staff in your left hand
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Ohhhhhhh… that makes a lot more sense lol
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Its named beta 1.2 but doesnt beta go only till 0.9 or somehting just asking
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Oh wait… you are right… i will change it
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A huge sign saying BLIP IS SO COOL that is technically a magical mob so it fits
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…
and what would “blip” do?
and what would “blip” do?
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Alert everyone to my coolness
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Done! xD
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Cool idea.... will make it in 100%
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wow. just wow.
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In my opinion, instead of working on features it'd be a better idea to work on your optimization, so that down the line you don't have to spend a lot of time optimizing old code.
Right now you're repeating a ton of tickly @e checks which is not good at all for performance. Instead, you can just do the @e check once and have it lead to a function that runs everything that you were checking for before.
Also, you may want to cut down on NBT checks by using predicates instead of nbt={} to check for the player's held item. NBT checks are very inefficient and get worse as the player's inventory gets more data; if you have a large book such as TCC's Compendium one NBT check can cost you upwards of 5 mspt per player.
Right now you're repeating a ton of tickly @e checks which is not good at all for performance. Instead, you can just do the @e check once and have it lead to a function that runs everything that you were checking for before.
Also, you may want to cut down on NBT checks by using predicates instead of nbt={} to check for the player's held item. NBT checks are very inefficient and get worse as the player's inventory gets more data; if you have a large book such as TCC's Compendium one NBT check can cost you upwards of 5 mspt per player.
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Okie, i will try optimizing it!
Thank you for the tips!
Thank you for the tips!
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optimizing is good