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Hopefully I can explain this well... but I was wondering if it would be do-able to have potion effects apply during these events, whether it be for the player, or for the mobs that spawn during Bloodmoon, etc. For example...
During a Harvest Moon. I can have these potion effects apply for the Player, for example...
This will apply Resist II & Strength III for 10 seconds (200 Ticks) as long as the Harvest Moon Event is in play. There could be a timer of some sorts to refresh the Potion Effects if it dips below the tick timer... like maybe after x ticks, let's say 100 (5 Seconds) pass by... the effects will refresh back to 200 ticks (10 Seconds).
During a Bloodmoon... I could have the player get...
...which applies Slowness I, Weakness 1, and Mining Fatigue 2 for 200 Ticks (10 Seconds). Again... will refresh after x amount of ticks have pass to refresh the effects.
...they will spawn with Resist I, Strength III, Trueshot III and Magic Focus III for 200 Ticks, making them more deadly since their damage will increase. The effects will refresh like the above.
Archery & Magic Focus is from the mod Potion Core, which buffs Range-like / Magic-like Damage. For example... Archery will increase Bow damage for either the Player or a Skeleton with a Bow firing arrows. Magic Focus from things like Instant Damage Potions from the Player or Witches, a Guardian's Beam, etc.
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The idea I was going for was to make these events help the player or make the event a bit more difficult to get through. Also... I only mentioned Potion Effects since I dunno if it would be do-able to apply attribute modifiers to the player / mob during the events. Like if you wanted to grant them...
...which gives the player/mob a +25% Boost to their Attack Damage, a flat +8 boost to their Range Damage from projectiles, and a +50% increase to their Magic Damage from Instant Damage Potions, or a Guardian's Beam.
These buffs will only apply during the event. Might also need to check to ensure that they only apply in the Overworld as I think they only apply in that dimension.
The list can be config'd so you can add any Potion Effect / Attribute from other mods... that is... if you know their correct names & such.
The text was updated successfully, but these errors were encountered:
Hopefully I can explain this well... but I was wondering if it would be do-able to have potion effects apply during these events, whether it be for the player, or for the mobs that spawn during Bloodmoon, etc. For example...
During a Harvest Moon. I can have these potion effects apply for the Player, for example...
"minecraft:resistance 1 200"
"minecraft:strength 2 200"
This will apply Resist II & Strength III for 10 seconds (200 Ticks) as long as the Harvest Moon Event is in play. There could be a timer of some sorts to refresh the Potion Effects if it dips below the tick timer... like maybe after x ticks, let's say 100 (5 Seconds) pass by... the effects will refresh back to 200 ticks (10 Seconds).
During a Bloodmoon... I could have the player get...
"minecraft:slowness 0 200"
"minecraft:weakness 0 200"
minecraft:mining_fatigue 1 200"
...which applies Slowness I, Weakness 1, and Mining Fatigue 2 for 200 Ticks (10 Seconds). Again... will refresh after x amount of ticks have pass to refresh the effects.
...but for Mobs that spawn during a Bloodmoon...
"minecraft:resistance 0 200"
"minecraft:strength 2 200"
"potioncore:archery 2 200"
"potioncore:magic_focus 2 200"
...they will spawn with Resist I, Strength III, Trueshot III and Magic Focus III for 200 Ticks, making them more deadly since their damage will increase. The effects will refresh like the above.
Archery & Magic Focus is from the mod Potion Core, which buffs Range-like / Magic-like Damage. For example... Archery will increase Bow damage for either the Player or a Skeleton with a Bow firing arrows. Magic Focus from things like Instant Damage Potions from the Player or Witches, a Guardian's Beam, etc.
=====
The idea I was going for was to make these events help the player or make the event a bit more difficult to get through. Also... I only mentioned Potion Effects since I dunno if it would be do-able to apply attribute modifiers to the player / mob during the events. Like if you wanted to grant them...
"generic.attackDamage 0.25 2"
"potioncore.projectileDamage 8 0"
"potioncore.magicDamage 0.5 2"
...which gives the player/mob a +25% Boost to their Attack Damage, a flat +8 boost to their Range Damage from projectiles, and a +50% increase to their Magic Damage from Instant Damage Potions, or a Guardian's Beam.
These buffs will only apply during the event. Might also need to check to ensure that they only apply in the Overworld as I think they only apply in that dimension.
The list can be config'd so you can add any Potion Effect / Attribute from other mods... that is... if you know their correct names & such.
The text was updated successfully, but these errors were encountered: