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About Other / Hobbyist Samantha Elizabeth Anne Rosewood23/Female/United Kingdom Recent Activity
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RwbyCraft v1.0 front by HotPocky RwbyCraft v1.0 front :iconhotpocky:HotPocky 0 0 RwbyCraft v1.0 back by HotPocky RwbyCraft v1.0 back :iconhotpocky:HotPocky 0 0 Module Appearance by HotPocky Module Appearance :iconhotpocky:HotPocky 1 0 Staffamulet Power by HotPocky Staffamulet Power :iconhotpocky:HotPocky 2 0 Shield Appearance by HotPocky Shield Appearance :iconhotpocky:HotPocky 2 0 Rough Estimate Amounts by HotPocky Rough Estimate Amounts :iconhotpocky:HotPocky 0 0 Netheri With Shield And Bow by HotPocky Netheri With Shield And Bow :iconhotpocky:HotPocky 1 0 Netheri With Pick And Shovel by HotPocky Netheri With Pick And Shovel :iconhotpocky:HotPocky 1 0 Netheri Tools by HotPocky Netheri Tools :iconhotpocky:HotPocky 1 0 Netheri Kit (minus Magic) by HotPocky Netheri Kit (minus Magic) :iconhotpocky:HotPocky 2 0 Netheri Armour And Tools by HotPocky Netheri Armour And Tools :iconhotpocky:HotPocky 1 0

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Samantha Elizabeth Anne Rosewood
Artist | Hobbyist | Other
United Kingdom
I am an artist, Redstone is my paint, command blocks are my palette and Minecraft is my canvas. Minds is my central hub of social media, go there if you want to learn more about me.

vanilla mods - 1drv.ms/1TxPZay
Minds - minds.com/HotPocky
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Yo wassup mah ducks? For a while now I've had a grappling hook module almost ready for release, the only problem is that when you use /tp to teleport, it changes the direction you're facing. Today I found out that in 1.10 there was a new command (or addition to the execute command?) in this format: "/execute [selector] ~ ~ ~ teleport [selector] ~ ~ ~" and the great thing about it is that the last set of tildes (til-dee) apparently controls for angle! So now I present to you an ultra compact (2x2x3) grappling hook module -- PockyGrapple.

To make the grappling hook, simply rename a fishing rod "Grappling Hook", and you're good to go.
If you want a custom name for the grappling hook, you will have to rename the grappling hook in the two repeating command blocks that contain it on the second layer of the module.

Good duck, because ducks are awesome.
PockyRPG is now available. I believe I worked out all the bugs, if I missed any, please give me some feedback. I had enough room left over to include potion drinking and enchantment making in the Intelligence section, and if you get 256 Int, you get a diamond block, so that's nice.

Turns out Luck goes up to IV, so instead when you get 256 Wis, not only do you keep Luck IV, but you also get Resistance V! Every 100 enemies will renew these extra 10 hearts, meaning every level up after 255.

I mentioned before that this is a proof of concept. What I had in mind for my next challenge is a system similar to that of the skill trees in Skyrim. Also for the Skyrim module (PockyScrolls) I'd have to make actual spells, and that's going to be a nightmare in its own right, the Health, Stamina, and Mana systems would be fairly easy. I was thinking of adding something to my PockyRwby Module to make it compatible with the Skyrim health system. As for Skyrim's Shout mechanics, the closest I could probably get is an entire one-command dedicated to it, and still MAYBE get a dozen shouts in a spellbook.

Wish me duck, because ducks don't forget their outro!
Turns out all aggressive and neutral mobs, but not passive mobs, nor dropped items, have an attribute that determines how much damage they do! using this, I created the exact same system as before, but ONE TENTH the size, if not smaller!!

Thanks to this, I can not only make a custom aggro range (default for everything except ghasts is 16 blocks, ghasts aggro range is 100), but I can also improve Minecraft's native hiding mechanics. I intend to improve the detection of invisible players so that instead of seeing invisible players at 13 blocks, it instead will hopefully be 8 blocks.

Also I started working on a mechanic that reduces aggro range if the mob is inflicted by blindness - meaning applying both should reduce aggro range to about 4 blocks. Currently I'm building an "RPG Stats" module as a proof of concept. It tracks Strength (damage dealt), Dexterity (arrows fired), Constitution (damage taken), Intelligence (books crafted, maybe add potions drunk, and enchantments made?), Wisdom (mobs killed), and Charisma (time spent sneaking).

In the order above, the benefits given are:
Alternating strength bonus when not holding a bow and crouch-jump boost.
Alternating weakness to enemies when holding a bow, and run-speed boost.
Increase max hearts by two, 5 times (maybe 10 times?).
Every level up in Intelligence gives the player a Bottle O' Enchanting, and is an exception to the Occasional Skill Rule.
Killing enough mobs will grant you an incremental luck bonus - which is like the looting enchantment (except it also works on fishing and dungeon chests, probably stacks).
Sneaking bonuses are as follows: invisibility when sneaking, night vision (make toggle-able somehow), make enemies glow when near the crouching player, blindness on enemies and increase glow range, wither enemies that get too close (need to add an exception for neutral mobs who aren't angered) and increase glow range.

Occasional Skill Rule: each new skill in any given ability is gained at level 16, 32, 64, 128, and 256 respectively. Strength levels up every 500 because it scales faster due to the bonus gained. Dexterity levels up every 16 times a bow is used. Constitution levels up every 100 damage taken (for sake of comparison that means to get the first pair of bonus hearts without healing wounds, you'd need to die 80 times). Intelligence levels up every 10 books crafted (because leather). Wisdom levels up every 100. Charisma levels up every 1000 ticks (50 seconds) you spend crouching.
I was working on a Skyrim module ages ago, but I accidentally deleted two-thirds of the module when trying to move it around with the /clone command. Just goes to show that you should ALWAYS make a back-up before doings anything risky. I can't remember if I deleted the remaining part of the module out of frustration or not. If I have, I'll just have to start from scratch.

The hard part (not so much hard, as it was incredibly repetitive) was creating an aggro range system, so that you'd heal far slower when an enemy is aggro'd. They'd stop following you once you leave their range, and then after a time, they'd de-aggro, allowing you to recover health.

also it turns off the native health/hunger system, allowing better control and flexibility of health, stamina, and mana. It is absolutely an overhaul, and would be likely to bug up other mods and modules that would otherwise work perfectly fine (E.g: PockyRwby module special powers activate when your health bar is 5 hearts or lower).

This time I might make it a composite mod, meaning you can activate certain features and not others (or release parts separately as well as together, like with my PockyMine momdule).

Wish me duck, because ducks are awesome.
Yo wassup mah ducks?

I've made an auto-mine for Minecraft (note that it doesn't ACTUALLY do any mining, it just generates commodities over time, e.g: 1 full Minecraft day to generate 1 diamond). I know I need to balance out the timing because it generates the valuable stuff way too quickly in my opinion, but it's stable and can be released. I have a small module for wooden logs, stone, gold, iron, and diamond each, and a large one that encompasses all five.

Please note that unlike all of my other modules, this one is in fact game-breaking. Maybe I'll make a new version that requires some input like the Equivalent Exchange 2 mod. Anyway, it's called PockyMine, easy enough to find in my OneDrive. I'd love it if I had some feedback about the timing.

Wish me duck, because ducks didn't forget to add a duck-related ending to this post.
Yo wassup mah ducks? For a while now I've had a grappling hook module almost ready for release, the only problem is that when you use /tp to teleport, it changes the direction you're facing. Today I found out that in 1.10 there was a new command (or addition to the execute command?) in this format: "/execute [selector] ~ ~ ~ teleport [selector] ~ ~ ~" and the great thing about it is that the last set of tildes (til-dee) apparently controls for angle! So now I present to you an ultra compact (2x2x3) grappling hook module -- PockyGrapple.

To make the grappling hook, simply rename a fishing rod "Grappling Hook", and you're good to go.
If you want a custom name for the grappling hook, you will have to rename the grappling hook in the two repeating command blocks that contain it on the second layer of the module.

Good duck, because ducks are awesome.

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