I've made a parkour/adventure map based on popular video games, and I've included a Sonic the Hedgehog episode. For this map to be realistic, I wanted to be able to have a big jump boost. I've seen jump boost BOOTS, but all YouTube has on it are super complicated commands, and I was wondering if maybe someone would be kind enough to give me a relatively simple command or recipe that I could use (I could use potions but that wouldn't look to great).
Minecraft – How to Get Jump Boost Boots In Minecraft
minecraft-java-edition
Related Solutions
Read the long explanation of my answer below, but here is a chart that summarizes how big of a gap you can jump along with how far you must fall to make the jump and the damage you will take (without mitigation). You must make a full running jump for this chart to apply:
Gap Width (Blocks) Blocks fallen below jump level Damage taken from fall
2 none none
3 2½ 1
4 7½ 3½
5 14½ 7
6 23½ 11½ (death)
So without falling damage mitigation you can make a jump over a gap that is at most 5 blocks wide, after falling about 14 blocks down from the point where you make a running jump.
I will test this in-game at a later time to make sure this is realistic.
So this answer only works given a number of assumptions hold.
First assumption, Minecraft models gravity using a parabolic equation of the form y = a(x - h)^2 + k
, where x
is the size of the gap you want to jump and y
is the height difference you will be after clearing the gap (negative indicates you are below the point you jumped). a
is a tunable parameter that describes the rate at which you will fall (related to the constant of gravity). k
is the highest you can jump from the ground in Minecraft and h
is the horizontal distance you will have cleared while jumping that high after running forward.
Second assumption, that k
(the height you can jump from the ground) is 1½ blocks and h
(the horizontal distance you will have cleared at that height) is 1 block.
Third assumption, that horizontal momentum is preserved. Basically this means that you will travel at the same speed horizontally throughout the jump.
These three assumptions give the equation y = -(x - 1)^2 + 1½
.
So let's say you want to jump a gap that is 2 blocks wide. To see how far down you must fall before making that jump, plug x = 2
into the equation and you get y = ½
. This corresponds with being able to safely jump a gap that is 2 blocks wide with a running jump, and you will reach a block on the other side of the gap while being a little higher than ground level.
Falling damage is calculated as (number of blocks fallen x ½) - 1½
. So, let's say you want to jump a gap that is 5 blocks wide. Plug x = 5
into the equation and you get y = -14½
. This means you will reach jump a gap that is 5 blocks wide after falling 14½ blocks and taking about 7 hearts of damage.
Sprinting Added
You can jump significantly further with sprinting; at least three blocks horizontally. This answer assumes no sprinting but I will try to update it ASAP.
I always put my lip just high enough so that I don't bump my head on it (that is, with 2 blocks of air between the ground and the lip). I have watched it stop spiders and have never encountered a spider above the lip. James' answer is correct about the spider AI.
Best Answer
As Antoine and MBraedley stated in the comments, you will need these more or less complicated commands to make jump boost boots work without a mod.
First of all, we'll need to determine if the player is wearing some special boots and store this in a scoreboard objective. To create the objective, run
once. Now, create a 20Hz. clock (fill clock or use repeat/chain command blocks in 1.9) and put the following two commands
This will set the score to 1 for every player wearing Diamond Boots (i.e. they are in slot #100) named "Jump Boots", and 0 for everyone else. You can modify the data tag of the boots to suit your needs, e.g. change it to leather boots or change the name.
On the same clock, you can then put
Which will give the wearer of the boots 1 second of Jump Boost every tick. Replace
<amplifier>
with the level of jump boost you want to give minus 1, e.g. 2 for Jump Boost III. Thetrue
at the end hides the swirly particle effects, you can remove it if you want.