- check_circle Functions
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Required Resource Pack
6
Adds two interactions for most projectiles:
Feel free to ask a question on the discord.
- Parry: Attack the projectile to send it in the direction you're looking.
(Inspired by Ultrakill's parry mechanic [Yes, you can projectile boost with bows] ) - Grab: Interact with the projectile (right click) to grab it out of the air, gaining ammunition.
(Inspired by Dungeons&Dragons' deflect missiles mechanic)
- Minecraft Java Edition Version 1.19.4 (or newer)
- Renegade Core v0.4 (or newer)
Feel free to ask a question on the discord.
Compatibility | Minecraft 1.19 |
to | Minecraft 1.20 |
Tags |
1 Update Logs
Ver 0.2 08/12/23 : by Renegade556 08/12/2023 11:24:06 amAug 12th, 2023
-Added interactions for most projectiles
-Put projectiles into two categories to determine interactions available:
parryable:
-Added support for variable extrapolation and a config for it
(You can change how accurate the hitbox is and therefore how easy projectiles are to hit)
-Added two achievements (edit: +3 more)
COMING SOON:
-More extrapolation configs
-SFX and VFX + options for them
-On-hit effects for parried projectiles (i.e. arrows light on fire when hit with fire aspect)
EDIT:
-I have no idea how it's been working so far, because I just found a giant typo in the center of both this pack and the core dependency, and all of the things are bugging out. Will have it fixed in a few days once I find all the new issues.
-FIXED. Sorry about that. Have some extra advancements for your troubles.
-Put projectiles into two categories to determine interactions available:
parryable:
- arrows
- dragon fireball
- ender pearl
- firework rocket
- llama spit
- small fireball
- trident
- wither skull
- arrows
- egg
- ender pearl
- potion
- trident
- snowball
-Added support for variable extrapolation and a config for it
(You can change how accurate the hitbox is and therefore how easy projectiles are to hit)
-Added two achievements (edit: +3 more)
COMING SOON:
-More extrapolation configs
-SFX and VFX + options for them
-On-hit effects for parried projectiles (i.e. arrows light on fire when hit with fire aspect)
EDIT:
-I have no idea how it's been working so far, because I just found a giant typo in the center of both this pack and the core dependency, and all of the things are bugging out. Will have it fixed in a few days once I find all the new issues.
-FIXED. Sorry about that. Have some extra advancements for your troubles.
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So as to not flood the comment section, please join the discord for further support. Thank you.
I thought about the TNT idea, but The way I detect projectiles' ability to be parried is with a bunch of interaction entities. TNT cannons tend to use A LOT of TNT, so it would cause spikes in performance loss, making the game freeze up a little.
I did make sure that parried arrows keep tipped effects when parried, but I did not make them keep the tipped effects when grabbed (just to keep it consistent with picking them up off the ground)
Also, I DO have plans for grabbing and parrying things you shouldn't. They're coming soon.
If you want to give more ideas, or have an idea for another datapack, I'd love to hear them. Thanks for the feedback!