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@Dragnoz

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Dec 14th, 2013
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  1. REFER TO: https://www.youtube.com/watch?v=6J4tJ_YylQ0
  2.  
  3. Several things:
  4.  
  5. *1. OPERATION:*
  6.  
  7. Each of the "Operation"s have different equations tied to them. You may have forgotten to include a "Name" tag when trying for Operation:2, as setting to Operation:2 does NOT crash your game. Not including a "Name" tag WILL crash your game upon hovering over the item or selecting it.
  8.  
  9. Here are the equations for each Operation value:
  10.  
  11. -------------------------
  12.  
  13. Key for equations:
  14.  
  15. BASE1 = The "Base" on entities BEFORE any modifications.
  16. BASE2 = The "Base" on entities AFTER any applied modifications.
  17. AMOUNT = The "Amount" value on items.
  18.  
  19. Possible operations:
  20.  
  21. 0 (takes highest priority) = BASE1 + AMOUNT_
  22. 1 (occurs AFTER operation 0 has been applied) = BASE2 + (BASE1 * _AMOUNT)
  23. 2 (occurs AFTER operation 1 has been applied) = BASE2 * (1 + AMOUNT)
  24.  
  25. -------------------------
  26.  
  27. *2. UUIDLEAST/MOST:*
  28.  
  29. These will define the unique, global modifier. If you are wearing two items with the same UUIDs, you will only receive the effect from ONE of the modifiers. So if you have a maxHealth of 4 helmet and torso, with the same UUID, you will only increase your health by 4. If they have different UUIDs, your health increases by 8.
  30.  
  31. The Least & Most are also unique, and is NOT a range between two numbers. This means you can have one item have a Least of 1 and a Most of 2, and it will not interfere with another item that has a Least of 1 and a Most of 1.
  32.  
  33. These UUIDs are checking for the same attributes, not different ones. This means you can have one of every attribute using the same UUIDs.
  34.  
  35. Essentially, the UUID is whatever you want it to be, while conforming to the above for your needs.
  36.  
  37. *3. FOLLOW RANGE:*
  38.  
  39. You can set the followRange "Base" of a MOB to 0 to even further decrease the range, but you can still get close and have mobs attack. Negative values do not work, so 0 is the lowest you can go for MOBS.
  40.  
  41. However, giving them equipment that has a negative "Amount" tag WILL decrease their follow range. You can probably use this in conjunction with your idea to "weaken" a mob in some way, up to the point it won't follow.
  42.  
  43. SETTING THIS TO HIGH VALUES WILL RUN THE SERVER INTO THE GROUND. Stay around 100; it should be more than enough. Going too high will ensue extreme server-side lag until the mob is deleted, either killed in-game or removed via third party editor.
  44.  
  45. Lots of mobs are bugged for the followRange, so I highly recommend upvoting the bug report concerning this:
  46.  
  47. https://mojang.atlassian.net/browse/MC-32579
  48.  
  49. *4. ATTACKDAMAGE:*
  50.  
  51. Same as above, setting the "Base" for mobs to 0 will prevent them from dealing ANY damage (they won't hit you for 0 damage, they simply won't hit you). Giving them equipment with a negative "Amount" value will decrease their attack damage. Using this with the above followRange could push the "weakness" further.
  52.  
  53. *5. MOVEMENTSPEED:*
  54.  
  55. The lowest you can go with this is, of course, 0, which completely prevents the mob from moving whatsoever. Negative "Base" values won't make any difference. Equipment with a negative "Amount" will reduce their speed until it reaches 0.
  56.  
  57. There's another bug report concerning the movementSpeed, as it doesn't affect every mob:
  58.  
  59. https://mojang.atlassian.net/browse/MC-33110
  60.  
  61. *6. KNOCKBACKRESISTANCE:*
  62.  
  63. The maximum "Base"/"Amount" knockbackResistance you need is "1" (not "100"), which would be automatically be 100%. 0.5 would be 50%, and of course 0 would be 0%, but then you wouldn't be needing that. As it stands, negative values will not increase how far you are knocked back. Per usual, mobs with a "Base" knockback resistance above 0 can have it decreased with negative "Amount" values on equipment.
  64.  
  65. And there is a minor bug report for this one, as explosions from all sources will still knock you back at 100% knockback resistance:
  66.  
  67. https://mojang.atlassian.net/browse/MC-32578
  68.  
  69. *7. MAXHEALTH:*
  70.  
  71. Increases by 1 for every HALF-heart. Same as above with the "Base" and negative "Amount" values.
  72.  
  73. If you have further questions, I'll answer the best I can.
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