Why would you request such a thing? Do you know what he would do if he used this? Now we'll all have to go through rooms of cave spiders with 100 hearts.
He already could, as that is something that you can already edit in the spawn data.
Okay Veches, I've tried to send you a message on 3 different mediums, and each one has blocked people whom you're not contacts with. So, seeing as this is the only place that you would see it, here we are.
Warning: This is long. If you are too lazy to read the whole thing, there is a synopsis at the bottom.
I propose that another value be added to monster spawners. First, however, I assume you want to know why it's needed.
Imagine that you, or any other mapmaker, is making a themed area. You could make it skeleton themed, zombie themed, or whatever. For the sake of example, let's use a spider dungeon (I use this term as a RPG scenario, a "Dungeon Crawl", not as a cubic room with one spawner and two chests.). The only major variation the dungeon would have would be spiders and cave spiders. That's it. The player would simply blast through the dungeon, fighting identical clones of identical clones of the same monsters that they've been fighting since the start of the dungeon. Yes, you could use the fantastic potion effects that the almighty Dinnerbone added in, but even then, they still are visually exactly the same. At the end, after killing hordes of identical spiders, they grab their loot, they grab the wool, and then they leave. No boss, no grand finale, it just ends.
This is where the new value, a whole new aspect in mapmaking could into play. What value am I talking about? Scale. While scale would be unused in vanilla, much like the potion effected spawners, an edited scale value in a monster spawner could do several things to the monster. It scales the monster's hitbox and rendered size, it effects the monster's health and damage output, it could effect its experience and drops, its speed, and could even effect the pitch of the sounds it makes, the same way that Minecraft already slightly changes the pitch of sounds to add variation.
0.5 would be half size, 1.0 would be full size, and 2.0 would be double size. Experience, damage, health, and drops could also be effected in the way that 0.5 would be half XP/chance of drop, and 2.0 would be double.
Let us use the spider dungeon example again. In the beginning of the dungeon, the player is met with a trickle of "Adolecent" Spiders, with scale values ranging from 0.7 to 1.0. This would mean that they would be only 1.4 blocks wide, 0.7 blocks tall, only have 12 Healthpoints (9 for cave spiders), and since we're rounding up would still do 2 hp of damage. This part of the cave could likely be beaten by players with fairly low tier armor, and would serve as a good way to introduce them to the dungeon without sending them into too much trouble.
But this is only the beginning.
As the dungeon goes along, the player is met with constantly growing spiders, scales ranging from 1.2 to 1.5. While the change from 1.0 to 1.2 to 1.5 doesn't sound like much, it is definitely something that the player would notice, and may force the player to change his strategy to something other than sprint slash slash slash slash slash. It adds diversity to an otherwise incredibly bland area.
At the very end of the dungeon, however, is something that I feel every dungeon needs. Something that makes the player stop and think. Something that the player need to stock gear for. A boss. The spider guarding the gleaming fleecybox has a scale value of 3.0. This means that this spider is 3 bocks tall, and 6 blocks wide. Not only that, but it can take quite a bit of punishment, having 24 hearts of health, and dealing 3 hearts of damage per hit (and even these can be changed in current spawn values, I believe). When slain, this beast will give the player 15 experience orbs, up to 6 string, and up to 3 spider eyes. Because of the challenge, it makes the player feel like he's actually done something. It gives a sense of accomplishment.
This spider dungeon is only one example of what you could do with the scale value. What are your opinions on this idea?
TL;DR: Add a "Scale" value to monster spawners that would allow you to multiply the size, health, damage, and loots.
Patience! I'm working on requests! You can do naj604's request while I put your name up there. And so I don't have to download just to see your application art, please upload them to Planet Minecraft. It is so much easier.
You Said This could be a Collab?...I Want To Help You out If Thats Fine. I Love Making Skins For PEople.
Its Just The Amount Of Customisation.
I Can also Make Texture Packs, Just Saying :biggrin.gif:
Cool story bro, just give some reference pictures and I'll slap you up on the board.
Edit: Do you want static, like how I do mine, or do you want it smooth? Nevermind, I'm going to add static. It looks weired other wise. Both arms have to be the same. Would you rather have the long sleeve, or the strapped one.
PS. A bit of irony for all that is interested, I love this game a lot, but have only been able to play it a few times. My computer isn't powerful enough to play minecraft.
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Warning: This is long. If you are too lazy to read the whole thing, there is a synopsis at the bottom.
I propose that another value be added to monster spawners. First, however, I assume you want to know why it's needed.
Imagine that you, or any other mapmaker, is making a themed area. You could make it skeleton themed, zombie themed, or whatever. For the sake of example, let's use a spider dungeon (I use this term as a RPG scenario, a "Dungeon Crawl", not as a cubic room with one spawner and two chests.). The only major variation the dungeon would have would be spiders and cave spiders. That's it. The player would simply blast through the dungeon, fighting identical clones of identical clones of the same monsters that they've been fighting since the start of the dungeon. Yes, you could use the fantastic potion effects that the almighty Dinnerbone added in, but even then, they still are visually exactly the same. At the end, after killing hordes of identical spiders, they grab their loot, they grab the wool, and then they leave. No boss, no grand finale, it just ends.
This is where the new value, a whole new aspect in mapmaking could into play. What value am I talking about? Scale. While scale would be unused in vanilla, much like the potion effected spawners, an edited scale value in a monster spawner could do several things to the monster. It scales the monster's hitbox and rendered size, it effects the monster's health and damage output, it could effect its experience and drops, its speed, and could even effect the pitch of the sounds it makes, the same way that Minecraft already slightly changes the pitch of sounds to add variation.
0.5 would be half size, 1.0 would be full size, and 2.0 would be double size. Experience, damage, health, and drops could also be effected in the way that 0.5 would be half XP/chance of drop, and 2.0 would be double.
Let us use the spider dungeon example again. In the beginning of the dungeon, the player is met with a trickle of "Adolecent" Spiders, with scale values ranging from 0.7 to 1.0. This would mean that they would be only 1.4 blocks wide, 0.7 blocks tall, only have 12 Healthpoints (9 for cave spiders), and since we're rounding up would still do 2 hp of damage. This part of the cave could likely be beaten by players with fairly low tier armor, and would serve as a good way to introduce them to the dungeon without sending them into too much trouble.
But this is only the beginning.
As the dungeon goes along, the player is met with constantly growing spiders, scales ranging from 1.2 to 1.5. While the change from 1.0 to 1.2 to 1.5 doesn't sound like much, it is definitely something that the player would notice, and may force the player to change his strategy to something other than sprint slash slash slash slash slash. It adds diversity to an otherwise incredibly bland area.
At the very end of the dungeon, however, is something that I feel every dungeon needs. Something that makes the player stop and think. Something that the player need to stock gear for. A boss. The spider guarding the gleaming fleecybox has a scale value of 3.0. This means that this spider is 3 bocks tall, and 6 blocks wide. Not only that, but it can take quite a bit of punishment, having 24 hearts of health, and dealing 3 hearts of damage per hit (and even these can be changed in current spawn values, I believe). When slain, this beast will give the player 15 experience orbs, up to 6 string, and up to 3 spider eyes. Because of the challenge, it makes the player feel like he's actually done something. It gives a sense of accomplishment.
This spider dungeon is only one example of what you could do with the scale value. What are your opinions on this idea?
TL;DR: Add a "Scale" value to monster spawners that would allow you to multiply the size, health, damage, and loots.
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Giant Gold Mushroom Cross-section. Short and wide.
Poison Mushroom Cross-section. Conical
Antidote Mushroom Cross-section. Wide Cone
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Thanks! And no problem, any time, etc.
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I made the hair longer, but unfortunately it covers up a bit more of the coat. It uses the same link though.
But just in case
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Patience! I'm working on requests! You can do naj604's request while I put your name up there. And so I don't have to download just to see your application art, please upload them to Planet Minecraft. It is so much easier.
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Ok, I had no Idea how to do black wings on black body, and still have the hair in there, but here you go.
http://www.planetminecraft.com/skin/requested-by-pseudononymous/
I'm pretty proud of how the hair came out.
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To Pseudononymous, do you want to have fire for legs, or pants?
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Cool story bro, just give some reference pictures and I'll slap you up on the board.
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Sure. I'm working now.
Edit:
Do you want static, like how I do mine, or do you want it smooth?Nevermind, I'm going to add static. It looks weired other wise. Both arms have to be the same. Would you rather have the long sleeve, or the strapped one.0
Raptor
. . . . . Zombie Version
. . . . . Skeleton Version
Spider King
Dark Link
Orange Mandalorian
Snow leopard, not my best. Hard to get the texture right.
Sentry, from the Aether mod, one of my first skins.
Red version of the Sentry
I was bored one day.
AnonymousApple is also a skinner, and just ask if you want him to make your skin. He doesn't have any animated reference pictures on Minersshoesor PlntMC, but if you want to decode his texture files;
http://imgur.com/LUXI1
http://imgur.com/A5EAY
http://imgur.com/vs7cJ
http://imgur.com/xoV2l
http://imgur.com/BMWeC
PS. A bit of irony for all that is interested, I love this game a lot, but have only been able to play it a few times. My computer isn't powerful enough to play minecraft.
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All I keep thinking reading this is a bucket of lava.
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