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    posted a message on Power TNT: TNT Offs v2 Teaser
    Hello there!

    I present to you, the Power TNT, a new item in TNT Offs v2. This is a fair teaser to show how close we've gotten to the release of TNT Offs v2.

    Thank you for being patient, expect the release of TNT Offs v2 soon.

    Want to help us test the game before it releases? Join this wonderful server, hosted by the Wicked Perfection Server network, for testing.

    Server Address: WickedPerfection.net:5545

    Did you know that Power TNT uses the same amount of command blocks as my throwable TNT video? How this works:

    As seen above, the item would function by simply dropping the item. We would identify each item by presenting a score to every single dropped item, with an ID of TNT, and a count of 1.

    There are 36 command blocks each testing for the item. If the item is found, one of the command blocks would be activated based on the rotation of the nearest player, and shoot the TNT in that direction.

    The command for the throwable TNT would be the following:
    /execute @e[type=Item,score_Explode_min=2,score_Explode=2] ~ ~ ~ /execute @p[r=2,rym=40,ry=50] ~ ~ ~ /summon PrimedTnt ~-1.4 ~1 ~1.4 {Fuse:40b,Motion:[-0.7,0.2,0.7]}

    Items with a value of 2 would mean that there is TNT to be thrown. The item is then killed. To achieve Power TNT, or so I call it, you must do slight modifications that do significant impact on the item.

    Simply change the range of rotation for each command 20 degrees less for minimum, and 20 degrees more for maximum. The resulting command would be:
    /execute @e[type=Item,score_Explode_min=20,score_Explode=20] ~ ~ ~ /execute @p[r=2,rym=20,ry=70] ~ ~ ~ /summon PrimedTnt ~-1.4 ~1 ~1.4 {Fuse:40b,Motion:[-0.7,0.2,0.7]}

    To avoid conflicts with differentiating between TNT and Power TNT, all Power TNT items are set to 20, instead of 2.

    I've been using the Explode objective, type dummy to do this. The following commands differentiate between the two types of TNT drops:

    /scoreboard players set @e[type=Item] Explode 2 {Item:{id:"minecraft:tnt",Count:1b,display:{Name:"TNT"}}}

    I used a different item, but renaming TNT to Power TNT would work as well with the next command:

    /scoreboard players set @e[type=Item] Explode 20 {Item:{id:"minecraft:tnt",Count:1b,display:{Name:"Power TNT"}}}

    Please state any thoughts, concerns, or bugs you may notice from the TNT Offs server here:

    Want to see TNT Offs v2 gameplay footage? Watch the video here!

    The hosters and I may be available from 2:00PM to 1:00AM EDT.

    Posted in: Redstone Creations
  • 1

    posted a message on Current Items that could be used as fuel.
    Quote from BlackAbsence

    Mob based is what I'm trying to go for :| ..if it's even possible because I just don't want adventure maps to become flawed because of the change.

    Do not worry about adventure maps. Adventure maps should be played in the dedicated version they were made on. If anything, furnaces should get a new CanExplode tag, in which is by default 1. If set to 0, the furnace cannot be exploded. This way, those who want furnaces to be able to explode, and have mobGriefing off can rejoice. A neat ExplosionPower tag can also be thrown in there, which is be default to 1, and can be changed to make the explosion stronger.
    Posted in: Suggestions
  • 1

    posted a message on [Help?] Custom Fireworks
    Quote from TheSIlentKiller

    Hey thanks a lot!

    If you need any help determining the color of the firework, you can check this video out and skip to 2:22. This thread will give you the links you need: http://www.minecraftforum.net/topic/2703842-create-your-own-spells-more-spells-tutorial/

    Posted in: Redstone Discussion and Mechanisms
  • 2

    posted a message on How to test if an arrow has been shot by a specified entity/player (Also works in multiplayer)
    Nice method; however, what you mentioned has its flaws. Arrows that are shot by others who are not healers may indeed shoot a healer at will. If those arrows get close enough to the healer, the arrow will become a 'healing' arrow, despite the fact that it wasn't shot by a healer. These arrows also do not function if they are hit at another mob, or player, which defeats the purpose using it with other effects, such as poison arrows.

    This method would not function as well in a multiplayer environment whereas you have multiple healers. Since the comparator is triggered every time a single arrow is caught in the ground, it will summon the potion and kill the arrow to all arrow 'Healing' entities that currently exist. This means that all arrows currently in midair that are 'Healing' arrows will turn into a splash potion, leaving potions where you may not want them. It's a neat effect, but could be annoying to see your healing arrows not getting to your dieing ally in time.

    There is one last final limitation, the healing arrow does not 'function' on ceilings or walls, only on the ground. That's okay though, since you can easily replace the potion summoning with the /effect command.

    Oddly enough, the healing arrow does not seem to function when flying.

    In this video, I showcased my version of multiplayer special arrows. The process here was intended to make all arrows 'missiles' regardless of its origin, as that wasn't the focus of the video. The intended focus of the video was to showcase the multiplayer compatibility, in which the arrows are able to trigger their special attack even if the arrows manage to hit a mob. There is also the exclusion of pesky slow comparators, which should be avoided at all costs when maneuvering multiplayer aspects. Even though comparators' reaction is small, a split second can truly make a difference.

    In case you're wondering, I used the WitherSkull method.
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Create your own spells! More Spells Tutorial
    Hello everybody!

    Today I've created a tutorial for you regarding how to create your own unique spells in Minecraft. I've made a video some time ago showcasing snowball spells, but did not really show you how to make it.

    Here are the links that were mentioned in the video.
    Color Picker: http://www.colorpicker.com/
    Hex to Dec converter: http://www.mathsisfu...-converter.html
    Choose the ID of the effect here: http://minecraft.gam...m/Status_effect

    Here are the commands you will need.
    /setblock ~1 ~ ~ air

    /setblock ~-1 ~ ~ redstone_block

    /execute @e[type=Snowball] ~ ~ ~ /tp @e[type=ThrownPotion,r=3] @e[type=Snowball,r=0]

    /execute @a ~ ~ ~ /testfor @e[type=Snowball]

    /execute @e[type=Snowball,c=-1] ~ ~ ~ /summon ThrownPotion ~ ~ ~ {Potion:{id:"minecraft:potion",Count:1b,Damage:16424s,tag:{CustomPotionEffects:[{Id:20,Amplifier:1,Duration:200,ShowParticles:1b}]}}}

    /execute @e[type=Snowball] ~ ~ ~ /summon FireworksRocketEntity ~ ~ ~ {LifeTime:0,FireworksItem:{id:401,Count:1,tag:{Fireworks:{Explosions:[{Colors:[6052956],Flicker:0,Trail:0,Type:1}]}}}}

    The 5th and 6th commands above are fully customizable for changing the effect of the spell, such as ID and how long it will last, as well as the fireworks color.

    Fireball spell:

    The fireball spell requires a bit more maneuvering than the previous design.
    Here are some images to aid you in creating this device.

    From the other side:

    You will be changing the command blocks that are numbered. The commands below will correspond to the command blocks above depending on their number.
    /execute @e[type=Snowball] ~ ~ ~ /tp @e[type=WitherSkull] @e[type=Snowball,r=0]

    /execute @e[type=Snowball,c=-1] ~ ~ ~ /summon WitherSkull ~ ~ ~ {direction:[0.0,0.0,0.0]}

    /execute @e[type=WitherSkull] ~ ~ ~ /summon Fireball ~ ~ ~ {direction:[0.0,-10.0,0.0],ExplosionPower:1}

    /kill @e[type=WitherSkull]

    You are able to change command block #3's explosion power to fit your needs.

    Can't quite follow the video? Download the world here!
    Download: https://www.dropbox....llsTutorial.zip
    Music: Dreiton by C1418
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Testfor Custom ThrownPotion
    Quote from Lithimlin

    Now I wanted to test for that potion as it is thrown.
    Is there a way to do that? Because I wall have another potion from the command

    Well, of course.

    /testfor @e[type=ThrownPotion] {Potion:{id:"minecraft:potion",Damage:16429s,Count:1b,tag:{CustomPotionEffects:[{Id:13,Amplifier:0,Duration:1,ShowParticles:0}]}}}
    Posted in: Redstone Discussion and Mechanisms
  • 2

    posted a message on When a slime gets struck by lightning...
    Everything went amazing until you mentioned the minion. I don't see the point of having yet another utility mob that plays the role of a wolf and whatnot.

    I would rather have the 'cyan' slime, should be called "charged slime", simply drop 2x more slime balls than a completely new type, since slime balls have gotten more demand.

    One problem with this is the rarity of seeing this event occur. In all my experiences of Minecraft survival, I've only encountered a charged creeper two times in a course of two years. Now, that is with creepers, an extremely common hostile mob on the surface. Slimes are able to spawn in slime chunks under the elevation Y: 40. The other method of spawning is very rarely on swamp biomes, best at full moon; the chances of having a full moon and a thunderstorm are extremely slim. This rarity does not justify the need for a minion; however, the 'cyan slime' would still make an amazing enemy.

    Partial support.
    Posted in: Suggestions
  • 1

    posted a message on [Question] Can the new /fill command discriminate blocks?
    Quote from bibbleybibbley

    Is there a way to execute this relative to the player?

    Yes, you must use the execute command to do so. Replace @p with whatever player, entity you wish.

    /execute @p ~ ~ ~ /fill ~ ~-1 ~ ~ ~-1 ~ grass 0 replace stone
    Posted in: Commands, Command Blocks and Functions
  • 2

    posted a message on Heat Death - Single Command Block Creation
    Hello everybody!

    I have created a single command block creation, heat death!

    Do you think Minecraft survival is too easy? If so, you might be interested in this challenge I've made, using no mods whatsoever.

    Essentially, this long command runs and creates an array of even more command blocks. These command blocks in the world are responsible for creating the fire around you. The fire that you see falls from the sky, the same applies for the lava to mimic that the sun has reached extreme temperatures. This fire won't stop from coming, and sooner or later, it will burn the resources from the surface. You would be forced to live underground temporarily, and then resurface when you are equipped with fire resistance for whatever reason. Also, it's always day time/night time (whenever you execute the command)!

    The way this works is based on a single entity, the minecart spawner. A minecart spawner will always be summoned above you, spawning in small fireballs in a certain distance within a radius from you. It is then killed, and the only way to see this minecart spawner is if you reach Y: 255. The mechanism also spawns in falling lava, which is then converted into flat lava that does not despawn. If you wish to turn off the machine, you can do so by destroying the bottommost command blocks.

    NOTE: This mechanism will only work in the 1.8 snapshots and up.

    If you want a faster rate of destruction, run the command more times!

    Do you accept the challenge?

    All you have to do is create a new world with cheats on, go into creative mode, place the command block, copy and paste the command, and then initiate it.

    Here is the command: http://pastebin.com/NU4rbM24

    I'd like to give credit to March3 for aiding me in recording.
    Posted in: Redstone Creations
  • 1

    posted a message on Item that shoots wither skulls
    Quote from Lithimlin

    Could i give the skull a particle effect though?
    And the number of wither skulls shouldn't be a problem, because I would delete them again.

    Ah, yes you may indeed give them a particle effect to expose their position.

    /execute @e[type=WitherSkull] ~ ~ ~ /particle <particle name> ~ ~ ~ 0 0 0 <speed> <times>

    Presenting the the particle command, I suppose it is indeed possible to "color" the wither skulls with the type of particle you desire. The only downside to the use of particles is that they are only visible in a limited distance from the player.
    Posted in: Redstone Discussion and Mechanisms
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