Bring the concept of regenerating shield "health" from FPS games to Minecraft!
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Have you ever dreamed of a day where the “personal shield” mechanic from games like Borderlands, Halo, Overwatch, etc. were in Minecraft? No? Well I did. Thanks to the absorption health being an actual, editable field instead of just being chained to a potion, this is possible to do somewhat rather elegantly in Minecraft.
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You can also test it out on MLG Fortress. IP:
- Create unlimited number of shields (well, the limit being how many names you can come up with).
- Shield size, recharge rate and delay are all configurable.
- Shield recharges after not being hit.
- Shield damage protects against health and armor damage when active.
- Players who take shield damage glow instead of just turning red momentarily.
- Integration with MLG Damage Indicators
- Shield damage appears in orange instead of red.
/createshield <shield name>- Converts a helmet held in the primary hand to an AbsorptionShield. Requires
absorptionshields.createshieldpermission, given to ops by default.
Shields: '&6bumblebee': strength: 12 # Shield's max capacity in hearts time: 2 # Seconds before shield starts regenerating rate: 3 # How fast the shield recharges in hearts per second '&esponge': strength: 24 time: 5 rate: 1 Sounds: # If you use a resource pack you can set custom sounds here. You could also experiment with vanilla sounds as well! shieldHitSelf: fortress.shieldhitself # taking damage lowShieldHitSelf: fortress.lowshieldhitself # taking damage when shield is at 1/3 or lower capacity shieldOfflineAlert: fortress.shieldoffline # Plays when shield is broken (the "beep beep beep" alert). Doesn't play if player manually unequips shield shieldBroken: fortress.shieldbroken # shield shattering/breaking shieldBootingUp: fortress.shieldbootingup # Shield regenerating from empty. shieldFullyRecharged: fortress.shieldrecharged # Shield has fully regenerated.
I hope you enjoy this plugin as much as I did in creating and using it!