Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Mob skill implementation (custom actions) #304

Closed
jwevans1989 opened this issue Oct 12, 2021 · 2 comments
Closed

Mob skill implementation (custom actions) #304

jwevans1989 opened this issue Oct 12, 2021 · 2 comments
Assignees
Labels
priority: normal Normal priority status: thoughts wanted Thoughts from the community are desired type: improvement Add or adjust a feature

Comments

@jwevans1989
Copy link

Right now, the customdrops.yml custom command feature allows any command to be executed when a mob is killed. This can be used to implement, to a degree, a rudimentary skill system without having to add anything extra to the plugin. For example, a witch might have the chance to heal a player upon death, or summon a huge explosion that can kill anyone who is too close.

However, in terms of mobs actually using skills, there is nothing yet in place.

Solution
Add custom actions (customactions.yml?) to mobs that trigger/have a chance to trigger custom commands (skills, vanilla commands, etc.) whenever they perform a specific action. For example:

  • Melee hostile mobs (zombies, iron golems, etc.) may trigger a "Stun*" skill when they hit the player.
  • Passive mobs (chickens, cows, etc.) may drop feathers, leather, etc. every time they are hit by the player, or damaged by the environment.
  • Ranged hostile mobs (skeletons, ghasts, etc.) may trigger a "Blight Aura*" skill that functions the same as the Ender Dragon's dragon breath.

* made up skills for the sake of illustration

@jwevans1989 jwevans1989 added the type: improvement Add or adjust a feature label Oct 12, 2021
@lokka30 lokka30 self-assigned this Oct 12, 2021
@lokka30 lokka30 added priority: normal Normal priority status: thoughts wanted Thoughts from the community are desired labels Oct 12, 2021
@UltimaOath
Copy link
Collaborator

I like the concept alot: the ability to register damage events, the different kinds, and then be able to either run commands with chance and alike taken into account. Maybe a register where if entity is at X health, other commands become available, or damage boosts, or other 'event triggers' that can be researched.

I could see this feature getting really large, so I would def. put the most effort into LM4 edition of this versus integrating into LM3.

@UltimaOath
Copy link
Collaborator

#317 (comment)

I wrote an expansion to the 'Soft Custom-Entity Reconstruction' system called the 'Entity Combat Tree (ECT)'. This ECT would be able to do what this issue requires so will close this to focus on that unless someone feels otherwise :)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
priority: normal Normal priority status: thoughts wanted Thoughts from the community are desired type: improvement Add or adjust a feature
Projects
None yet
Development

No branches or pull requests

3 participants