Hello everyone and welcome back to another minecraft video and today is the next episode in the series of creating a minecraft seasonal event boss of course in our last two episodes we learned all about setting up the arena for the pumpkin teleporting the player in setting them Into adventure mode of course setting up the health bar actually spawning the pumpkin itself and then also how to give the pumpkin various move sets and cool custom abilities just using vanilla minecraft command blocks so today what we’re actually going to do is talk about a brand new type of phase That we can give to our boss um and wrap up some of his other abilities that we can give him so coming back into our command room here uh we have all of these command blocks and phases that we talked about last time and something that i Wanted to mention and i forgot in the other videos is make sure uh if you want to reset your timers we have these little uh repeating command blocks over here so to reset the poison cooldown for example um we can execute this as the pumpkin if the poison uh cooldown or pumpkin Attack 2 matches more than 700 we can set it back to zero these can be contingencies or can just be set up for yourself the problem is they are repeating command blocks so they will try and trigger every tick um but this is basically saying look if for some reason these don’t trigger At the end um and the cooldowns of them are not getting reset you can have custom resets on them so if any of the scores of any of the abilities ever reach a certain threshold you can just reset them back to zero in the fight and it will start counting up again These are useful to have especially if you have a laggy server sometimes ticks get skipped or certain things don’t happen so it’s nice to have backup resets but enough about that where we are next is a very quick other ability that i gave to the pumpkin is the phantom paralyze Similar to the first couple abilities this is one that happens when he reaches a certain health threshold or 175 or lower so once again executing it as the pumpkin if his health score is less than 175 or equal to unless there is red sand covering the block And we will add another new scoreboard and add one to it of pumpkin attack five this time we’re going to play a particle effect around the pumpkin to let the players know that he’s about to cast a spell for approximately two seconds here as long as the timer matches between 200 and 240. I used a cool energetic poisey bubble from the energetic expansion mod but you can use any particle that you like enchant crit is another good one and once again we have it at the local coordinates the delta of one one one uh a speed of .01 and 30 particles So they will play around the pumpkin as long as he’s casting the spell between that time frame then once he’s finished uh casting we actually are going to uh so this is 240 once the timer reaches that we are going to give all players within an eight block distance uh paralysis Um again you can give it any uh potion effect you want to give them but i chose for paralysis so what this does is players can actually see the pumpkin casting the ability but because the radius is actually pretty short they can get away from it if they Are quick enough which is you know something that we want them to be able to do we don’t want it to be unfair so they will be paralyzed for approximately four seconds and blinded for approximately four seconds as well at exactly the same time and what we are going to do is actually Summon a phantom at the same time as well directly on the pumpkin so it can capitalize on the player being paralyzed this is a pretty brutal attack but if you have a bunch of players fighting the boss at once this isn’t actually too bad as a couple of people Can dispatch the phantom rather quickly once again we have another telra command going in here at the same time at 240. um we are just going to tell the players that he is casting or he has cast another spell and then finally we are resetting the attack once it reaches 500 Unconditional so it’s always going on um and once it reaches 500 ticks we will reset it back to zero pretty self-contained attack i just wanted to talk about that one before we moved on to the cool stuff speaking of which this is it the final phase so once the pumpkin reaches 50 health Or less he will enter his final phase now the reason i did 50 health and not something like 10 health or one health is because sometimes players have rather overpowered swords especially on this server with damage that can rack up anywhere to 25 plus um so i wanted to try and capture that Uh within a 50 health margin so what ends up happening is as soon as the boss reaches 50 health final score board or pump final phase will turn on so we are executing it as the pumpkin if the uh pumpkin health matches less than 50 or equal to 50 We will set unless we already have the final phase going we will set the final phase score to one so once again this just means it will only ever happen once then what we’re going to do is as the pumpkin if the score of the timer matches anywhere between Zero and five ticks so this will be six ticks total we’re going to teleport the pumpkin to a specific set of blocks once again if you have a laggy server uh having a range is usually pretty good so it will teleport the pumpkin for the Full six ticks up to that uh bunker that we made last time out of barriers once he’s up there uh we will give the players another tell rod letting them know that he is in his final phase um once again executing at the pumpkin uh if his pumpkin attack six score or timer Matches zero so right off the bat uh we will have it uh say that telra then what we’re going to want to do is actually talk about where the red sand comes into play now i know we haven’t talked about it too much yet but when the pumpkin enters the final phase we Don’t want him doing all of his other abilities like spawning silverfish or teleporting the players around or activating poison clouds at his feet because he’ll be stuck up in the box so what we can do to mitigate that is actually replace these empty tiles above the command blocks with red sand So that’s what this command right here does we’re going to execute it at the pumpkin if the thing matches zero if the timer matches zero we will run and fill these blocks right here with red sand which is these three blocks um and if you remember their only contingency in the beginning here Is uh we are going to run this command unless the block right above it is equal to redstand so basically this is just a stopping tactic if you don’t want these to trigger for whatever reason i just use redstand because i think it stands out Quite nicely you can use any block um so here we have these will no longer function as long as there is red sand above them meaning none of these chains will function so that is the first thing that happens in the 50 health phase after the telra We put the red sand in all of the things that we don’t want to happen anymore including the phantom attack there’s also one right here that just puts one right there and then we also to set up our arena if you remember we actually have a couple of big pumpkins and jack-o-lanterns that Are these right here well our final phase is actually going to be a bullet hell where the pumpkin spawns a bunch of rapidly moving blocks that the player is going to have to dodge the problem is these uh pumpkins can actually make for good walls and kind of disrupt our pumpkin’s Attacks so what we’re gonna do is teleport them a couple blocks higher i’m gonna talk about arena setup probably in the next and final episode uh but just to give you guys a quick idea of what you can do if you want your arena to shift around mid combat Uh you can use the clone command so here we are actually uh cloning some other blocks as you can see right here uh i have the big pumpkin right here just in this little underground area so we are actually going to clone those coordinates right there And we are going to use the move function of the clone command so it’s actually going to clone that pumpkin and move it higher up or clone the pumpkins that are in the arena and move them higher up so what that does it’ll leave some air and get our pumpkins off the ground For our bullet help so we do that on both pumpkins around the arena and then finally we set our final phase set to one so we know that this will only run through once and it will not need to happen again so now that we have the final phase prepped What is it actually going to look like that is honestly what the rest of these command blocks are for um as this gets a little complicated and this is really only if you want to do advanced commands that will 100 lag your server but will also 100 impress your players So right off the bat we want to make a bullet hell in minecraft well how do you do that first i thought about using fireballs uh because fireballs you can summon uh you can give them a little bit of a direction and they can kind of fly all Over the place the problem is their velocity ends they can be interrupted with arrows um they cause explosions which isn’t really something i wanted and in the end they can be a little bit unpredictable especially if they collide with each other by accident so i figured they were a little bit too Temperamental i thought about using arrows or other projectiles but what it ended up coming down to uh was actually using a function that exists in minecraft to move blocks around like sand so i figured the best thing that i could do right now is just show you how it works at first And then actually go through what the command blocks look like so in our bullet hell scenario here in the final phase we have the pumpkin teleport up and you see these particle effects kind of come on the screen these portal particle effects and if you watch closely There’s a whole row of pumpkins that slam from side to side on the actual uh arena the pumpkin stays up in there the entire time um while the player kind of runs around not really sure what to do as more of these particle effects begin to play out once again the pumpkin is Invincible he actually summoned some phantoms to mess with the players as well which can be quite annoying so these pumpkins kind of go back and forth in three different waves but between each bullet hell wave we actually do have a way to hurt the pumpkin these pumpkin totems spawn which are just skeletons With pumpkin heads um firing particles at the pumpkin which actually do give him a small amount of regeneration uh which increases his health uh now you’ll notice we have a different phase here where the particles kind of get more intense and the pumpkins fly across the stage in two different directions now And then once again the pumpkin totems spawn and gives players another chance to attack them once all four of the pumpkin totems are defeated uh the pumking himself will actually come down and fight the player back in the arena but uh they have a little bit of health So it takes a little bit for the player to kill them and then in the final phase you can see the pumpkins coming one at a time here just like so at variable intervals and then it actually gets quicker on the final one as the pumpkins go Up the length of the arena and when all four pumpkin totems are defeated the pumpkin will come back down allowing the player to finally finish him off once and for all let’s actually see what this looks like uh the different faces of the pumpkin bullet hell and the pumpkin totems and The damage of the pumpkins and all of that so now that we’re back with our command blocks let’s take a look at what we’re actually doing uh so at the beginning the very first thing we want to do is when he reaches this final phase we are going to Display those particles which allow the players to see where the pumpkin blocks are coming from so you see here we have the reverse particle effect uh which starts playing if the pumpkin attack 6 timer matches anywhere between 100 and 160 and i should mention very quickly that Uh this one is actually separate than all of the other attacks you’ll notice all the other attacks start with their timers going up by one but that one actually happens here as long as the punking is in the final phase so as long as that score matches one We’re gonna add one to the timer the reason because of this is we have so many things that work off of this timer it’s easier just to have it as a manager back here rather than at the beginning of each one of these attacks so if we have it back here That’ll just keep increasing as long as the pumpkin’s in his final phase every single tick then of course we also have a reset function as well which will reset it which i’ll get into in a little bit and similarly it summons the phantoms whenever it is between two and six and That’s why you have those phantoms that spawn as for the bullet hell though um once we start displaying particles so you can see the first ones are between 100 and 160 ticks or 5 to 8 seconds then we have another couple um right here uh basically this just spawns All of the particles at once showing the player exactly at what time the uh particles will be displayed and then the meat of this entire operation is the fancy let me get to it we’re going to execute it as the pumpkin if the score matches 160 to 162 We are summoning a falling block now in minecraft a falling block is usually something like sand or gravel something that is affected by gravity however if you summon a falling block you can actually give it any block texture in the game um to make it look like whatever you Want in our example we use pumpkins so as soon as the uh tick reaches 160 so you have that um couple seconds of particles then we actually spawn three pumpkins as it’s inclusive 160 to 162. we summon them at the location that we want them to the first Example is all the way to the left of the arena and then again on mcstacker you can go and you can edit these following blocks yourself so here we have them as pumpkins they have no gravity they have a 500 lifetime they don’t drop um but they do hurt entities uh And the rest is just up to you and the motion is is what direction you would like them to actually fly in which is also very important um so we spawn each of these uh according to where the particles were so these coordinates are basically the same as Uh these coordinates just a little bit left on the x-axis so we spawn all the particles um which again in our case is the reverse particle particle effect reverse portal particle and then the falling blocks follow suit after the the time is up and they will fly in whatever motion we give them Now by default i actually couldn’t figure out a way to make them hurt the player going sideways usually they only hurt a player falling on them like sand or gravel so i came up with a solution so this command block over here in our arena setting basically says we’re executing at The type of falling block within a distance of 50. so all falling blocks within 50 uh units of this command block um if a random player is within two blocks of that falling block we are going to give that player uh instant damage what this does is any falling blocks that are falling Sideways within a 50 block radius will hurt any player within two blocks of them basically this allows us to create damage when blocks fall sideways which i thought was a pretty uh unique way of doing it so when the pumpkins fly from here over there if a player is unlucky enough To be close enough to them they will take damage now of course that command block does happen every tick so for example if you had a pumpkin that was moving very slowly uh across the field like this um and the player just kind of stood still And the pumpkin was right on top of the player they would die pretty quickly um it wouldn’t take too long because if that instant damage is happening every tick it would do too much damage and kill them however because our pumpkins actually travel relatively quickly across the battlefield and the player is Always moving there’s a very low chance the player is actually gonna stop and get stuck with a pumpkin damaging them too quickly that is the basis for the entire rest of the phase uh so once you have the horizontal go a couple seconds later then we have the uh vertical go Which we have right here with all the different particles all of these are set to repeat you’ll notice this entire section is actually set to repeat um because everything is so staggered i thought it would be easier just making each one its own trigger rather than having something and then a String of somethings after it so this basically says whenever the timer matches between these numbers do something whenever the timer matches between these numbers do something all the way up to the actual summoning of the pumpkins themselves so you can use that cool uh falling block command To make your own bullet hell in minecraft and as long as you give them a direction at the end of the block right here zero uh x zero y but one point five z direction uh they will travel in that direction until they hit something So the only other thing we do in this phase is actually summon the uh pumpkin totems which are the little skeletons you saw that came up now i thought the best way of doing this uh was actually give them each a symbol in their name so we could Um deal with them individually so uh as long as the pumpkin attack matches 400 to 402 this is our first totem phase we are going to teleport the first pumpkin totem the heart symbol one to the correct coordinate um and so on and so forth uh we teleport the diamond one to the Correct coordinate then we teleport the clover one to the correct coordinate and finally the spade one to the correct coordinate um so as soon as the pumpkin totem phase happens which you can set it to be any time for me it’s 400 and 402 they teleport to where they’re supposed To be in addition to that these command blocks in between them these set the cool uh ender flame particles um that i have shooting from the skeletons into the pumpkin which is giving him regeneration uh although spoiler alert it is just a visual effect the regeneration has Nothing to do with the actual particles um but nonetheless the particles fire into the uh pumpkin from the direction of the uh totem this takes a little bit of finagling and a lot of uh trial and error so we’re executing it as one of the pumpkin totems at the pumpkin totem And we are running the uh particle and i chose the ender flame particle and then this is just all about the way you want it to go uh where you want to position the delta the speed all of that so that’s all going to take a little while for you to figure out But once you do figure it out you’ll get those cool purple line particles uh going towards whatever boss you want it to go towards so this is to teleport all of the uh totems where they should be oh i didn’t mean to put the pumpkin down there um and once they are all Teleported uh we also have um execute as the pumpkin at the pumpkin if the score of the dummy matches 500 we’re going to teleport all of the skeletons that we just summoned um back to a specific port this stores them away for later so you noticed when we were fighting the skeletons after Five or so seconds they teleported away from the player now this is not unsummoning them because if we did that then we would have to re-summon only the ones that the player hasn’t killed what i found was easier is just teleporting all the skeletons on the surface which There shouldn’t be any in the arena besides those ones um down into this little cage right here uh which is actually where we gave the um pumpkin totems their attributes so right here uh we actually have where they get summoned as the pumpkin if the pumpkin attack matches once so As soon as the pumpkin enters his final phase we’re going to summon a skeleton give him all the attributes we need basically in mc stacker making them stand still making them wear a pumpkin um and making them have a custom amount of health with a custom name As well and once they have all of that they will all be summoned in a row they’ll teleport up when they need to be and then they’ll all teleport right back here um to be summoned in the next totem phase and that’s pretty much it uh for the totems So after the totems teleport away which is that last command block uh over here we then move into the next part of the phase i did squeeze in the pumpkin regen right here you could put it wherever you want but this basically says hey um we’re executing it as the pumpkin At the pumpkin if the pumpkin final phase matches one so if he’s in his last phase and there is one of the skeleton totems within 20 blocks of him uh he will basically add to the regen score because strays can’t actually get the regen potion effect i tried just giving him The regen potion effect but strays unfortunately cannot have that one applied to them so instead we increase the score a dummy score by one and then whenever the dummy score reaches 60 or every three seconds we can give the stray or the pumpkin uh one instant damage because it’s undead this Actually heals it so every three seconds that there is a skeleton on the field he will get a little bit of health back not very much and you can adjust that too as much as you want to and then of course this resets the timer so every three seconds it’ll just Keep going and going as long as there’s skeletons on the field and that’s pretty much it you can then go through and keep checking the timer so now we have as the pumpkin if the timer matches 500 to 540 we will now summon more particles going in the Directions that we want them to and then once again we will also summon uh more pumpkins which are actually over here the reason i split it into two rows this time is because we actually staggered it so this summons a whole bunch of uh portal lines All over the arena and then this one will summon all of the pumpkins at the same time similarly you can see here this is horizontal horizontal vertical vertical um going and going and going so this summons all the particles then as soon as the timer reaches this Specified timer we want in this case you know 560 to 600 um or i think it’s probably 600. uh it will actually summon the falling block uh similar to the first ones that we wanted to now the reason that i have it uh three falling blocks from 600 to 602 likewise Across the board is because i noticed that one falling block doesn’t look as cool and especially on a laggy server sometimes it will not damage a player if there’s only one quick block that flies through them if you have say three blocks that fly through them that ensures that the Player will take damage and it also looks like a cool little line of pumpkins that flies through the sky but in a nutshell this is how you can make a bullet hell you set up a timer uh you set up when you want the particles to be displayed and then After the particles are displayed you just set the direction of a falling block with whatever texture you want on mcstacker going in a direction make sure that falling blocks will hurt players around you and that’s pretty much it then the totems come back at a different time interval And then the player can attack them again so on and so forth up until the very end so over here we have the last stand for the pumpkin and this is where the final bit comes into play so this pretty much like the other half health phase We say we’re executing as the pumpkin if he’s in his last phase if the timer is 2 or higher unless one of the totems is still alive um basically i said with an 80 blocks but that’s with anywhere around the arena um and as long as he hasn’t done his final Final final attack yet uh then we teleport him back into the battlefield because everyone has been killed um and we give him some final last-ditch effects i increased his speed with an effect there i gave him a final tell rod to the players um and then we also fill in Uh something he was standing on with air and finally set the final phase do final pump set to one and that is it now he’s been teleported back into the arena because all the skeletons are dead and the player can finally finish him off however they see Fit and that is it for the punking so why don’t i just show you what that looks like so the pumpkin enters his final phase here and of course similar to before he will spawn the phantoms and now you can see that the particles will start to be shown in the Coordinates that we gave it in the command block and then of course once those eight seconds go by and a little bit longer for any server lag the pumpkins will fire across the screen and if i was in survival road mode right now this would kill me as we have the command block Saying that any falling block around the area will do a significant amount of damage however as soon as the totem spawn after he does his other pumpkin attack here i will quickly dispatch them and then show you what it looks like when he comes back onto the ground there’s one and here’s two Here’s the second phase where it does a very similar thing it spawns the pumpkins at one side after the timer is specified then shoots them in a direction until they hit something throws them once more and the last pumpkin totem as soon as he is defeated the pumpkin is Teleported back down into the arena where he yells um says it’s time for us to rot gets very mad all of his abilities become unblocked once again all of the red sand is gone um and if i become unparalyzed now i can come in here as a player Now it should be noted that i actually kept the bullet hell on in this phase i didn’t turn the pumpkin attack back to zero and set it to be off because i thought for a nice final phase feature it would just keep uh spawning pumpkins around the arena while you’re still Trying to fight him which makes it very very hard in a cool little last ditch effort but sure enough the pumpkin has met his match well that’s about all the time we have for this episode where we learned how to make a very interesting phase of bullet hell for your final boss Which spices up any boss fight i would say so it should be noted that of course this does take a little bit of strain on anyone’s server but a very cool feat nonetheless using particles and the falling block summon command in our next and final episode we will be talking about the Drops of the pumpkin cleaning anything up and making a cool boss arena with different abilities but as per usual thank you so much for watching leave a like if this video helped you out at all and until next time guys see you Video Information
This video, titled ‘Creating a CUSTOM BOSS in Vanilla Minecraft 1.16! (Part 3: Bullet Hell)’, was uploaded by MudkipNinja on 2021-06-09 19:00:09. It has garnered 7915 views and 204 likes. The duration of the video is 00:26:42 or 1602 seconds.
Part 3 of 4 in creating a custom boss in Minecraft, using only command blocks and resource packs.
In this part, we will be going over a few more attacks for the Pumpking, and then finally his “Final Phase” which turns Minecraft into a bullet hell!
Generate Minecraft commands: https://mcstacker.net
============================================================= 0:00 – Intro 0:42 – Failsafe 1:46 – Paralyze ability 4:08 – Final phase setup 5:45 – Red sand stop 7:11 – Preparing the arena 8:35 – What’s left 9:34 – Bullet hell preview 11:40 – Telegraph particles 13:16 – Bullet hell blocks 15:02 – Block damage 17:16 – Killable Totems 20:25 – Boss regen & final steps 23:13 – Last Stand 24:24 – Final showcase 26:05 – Outro =============================================================
Don’t forget to subscribe if you found this tutorial helpful and if you want more Minecraft tutorials!