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Potion Effects To Attribute Modifiers

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  • 1
    brenn boyer commented
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    how about commands repeating when held/worn?

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    This could also be a great basis for the game to improve future mobs and other effects on the player. Higher levels of poison or wither given to the player could be much more fine-tuned, Negative regeneration could slow natural regeneration (not harm) more and more depending on level, negative fire resistance allows for more ticks of fire damage to go off and less than 1 would slow, but not quite stop fire damage, negative instant health would be a temporary loss of max health, and it could condense things like strength and weakness into one trait with two names depending on if it is positive or negative. These are just a few ideas, but some I feel deserves a lot of consideration. I know as a creator, I'd love to see potion effects become and attribute.

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    There's a lot of things that I like just from the phrase "Potion Effects to Attribute Modifiers".  Not only could they modify items to effect players or inflicted targets, but they could also be mob attributes that are constant.  That way, you can summon a creeper with infinite fire resistance, or a cow with infinite resistance, for example.

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    Samuel Novak commented
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    YES! That would easily make commands much simpler. Normally, people would have to make it so that you get a certain tag when you hold an item, and if they have this tag, they'd have a certain effect, but this feature would easily compact the work.

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    Samuel Novak commented
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    You actually gave me an idea. What if, not only could there be potion effect modifiers, but also a tag (that you can add to items) that makes it so that it inflicts a certain potion effect onto the mob or player being hit!

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    raity41 commented
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    These Suggestions are all great ideas :D

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    @brenn boyer repeating command blocks can potentially slow down worlds, so it would be better to have mobs with customized modifiers or tags.