This category is for the special Experimental Combat Snapshot feedback only and features that exist in this snapshot only. This category is temporary and WILL be archived when we have a new snapshot to discuss. This keeps your feedback relevant, fresh, and current. Please focus on features that are IN the release and do not suggest new features/weapons/mechanics here. Thank you.

41

Attack dummy

7 Comments

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  • 3
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    It could give off XP, but I feel like that could be exploited for an XP farm

  • 7
    Registered User commented
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    When you hit it, it gives off a signal between 1 and 15 depending on how much damage you deal. If you placed a comparator next to it it would give a different signal depending on what you hit it with. Fist would be 1 the 6 swords would go from 2-7, trident(melee) 8, trident(ranged) 9, the bow would be 10, crossbow 11, firework 12, axe 13, hoe 14, pickaxe 15.

  • 1
    Registered User commented
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    Scarecrows/dummys exist in pillager outposts, they just don't do anything but provide hay bales for food

  • 1
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    also if you give a dummy items they won't break and if you give it a shield it will use it

  • 0
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    It could just be an armor stand with the features you suggest, also it should break the same way a block does instead of an entity, so that you don't have reposition your armor stand every time you train. There could also be a version of it that can take knockback.

  • 0
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    it may also have redstone output depending on how much damage you will deal if it's not a dummy

  • 0
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    Perhaps along with outputting the damage amount to redstone and detecting the weapon used with a comparator, when inputted a redstone signal it could also attack the closest mob in front of it (with a range of 3 blocks) using a weapon you give it (like how you give a weapon to an armor stand to hold) sort of like a dispenser that can use melee items. To make it not too OP the weapons would lose durability when it attacks.