Currently it is not easily possible to stack different types of tipped arrow effects like slowness, poison and weakness onto an enemy, as it requires switching the inventory positions of the arrows, which in combat makes using multiple arrow types simultaneously difficult.
The feature request would change arrow draw behavior by not only checking the inventory for arrow types but also for bundles containing arrow types. Should such a bundle be found, a random arrow from within it could be selected, just like a random arrow might be grabbed out of a quiver. It would be cool if the chance was proportional to the arrow type amount, e.g. if the bundle contained 10 arrows of harming, 5 arrows of slowness and 5 arrows of weakness the harming arrows would have a 50% chance of getting selected, and the slowness and weakness arrows a 25% chance each. The same order of precedence for the selection from inventory slots could be kept, this could allow for different bundle kits to be used, for example another one for healing or buffing allies.
A common use in java edition would be mixing normal arrows with spectral arrows when exploring the nether, potentially saving inventory space and saving on spectral arrows (the effect is long enough that normal arrows shot in between spectral ones wont discontinue the glowing effect).
A potential problem could be the confusion caused by arrows being pulled out of bundles where the player did not expect any arrows to be in.
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