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Make Monsters Unbound standalone #1154
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Make Monsters Unbound standalone #1154
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| effect give @s[type=!#minecraft:undead] instant_health 1 20 true | ||
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| # process any spawned mobs (uses sr instead of mu to be compatible with survival_refightalized) | ||
| execute if score $mob_extras gm4_sr_data matches 1.. unless entity @s[tag=gm4_sr_extra_mob] as @e[type=#gm4_monsters_unbound:modify,tag=gm4_sr_extra_mob] at @s run function gm4_monsters_unbound:mob/init/initialize |
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The @e without any range restrictions here is pretty bad performance wise. Is it possible to somehow limit its scope?
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not really, it needs to find mobs anywhere in the world to process them, that is why this only runs if SR is not installed
gm4_monsters_unbound/data/gm4_monsters_unbound/function/mob/init/elite/type/blazing.mcfunction
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...nsters_unbound/data/gm4_monsters_unbound/function/mob/init/mob_type/enderman/base.mcfunction
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Fixes a bug where a resistance level over 4 might not be counted
- slowed health regeneration - armor now regenerates even if health is not full - fixed up the arrow damage function tag
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This is being tested on the public server right now, however, the public server uses a somewhat custom version of Monsters Unbound. Hence, this will still require some explicit testing. |
- Volatile Elite needs to be within 22 blocks of its target to shoot - Breach enchantment increases damage to armor by 15% per level (calculated from post-mitigation damage) - Piglin Brutes added to modified entities - armor toughness reworked to give more defense against low damage attacks - parry deals 100% of player attack_damage attribute - damage to armor can only happen every 10 ticks - protection damage reduction per level 1% -> 2% - armor reaching 0 from an attack triggers an armor break, doubling recharge cooldown but reducing damage taken by max armor
- Health regeneration timer reduced from 30 > 10 seconds, time between hearts reduced from 10 > 2 seconds - Armor Toughness damage reduction has been improved by ~50% - Mobs from spawners now get updated by Survival Refightalized, except for health and gear changes - Trident drowned damage reduced from 12 > 4.5 - 9.0 - Most mobs have slightly increased stats
- mobs from spawners can't be elites anymore - killing a mob resets regen timer - increased mob damage a small amount - decreased armor toughness effect a small amount, no longer works against armor piercing effects
misode
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This seems good to merge as it has been running on the public server for a while. Later balancing changes can go in future PRs.
* make Monsters Unbound standalone * heal mobs after init * add phantom drowning to MU * add more SR scoreboards for compat * fix100% resistance Fixes a bug where a resistance level over 4 might not be counted * add function tags for armor and health regen timers * that should be @s (oops) * various small changes - slowed health regeneration - armor now regenerates even if health is not full - fixed up the arrow damage function tag * fix shields blocking everything * Balance changes - Volatile Elite needs to be within 22 blocks of its target to shoot - Breach enchantment increases damage to armor by 15% per level (calculated from post-mitigation damage) - Piglin Brutes added to modified entities - armor toughness reworked to give more defense against low damage attacks - parry deals 100% of player attack_damage attribute - damage to armor can only happen every 10 ticks - protection damage reduction per level 1% -> 2% - armor reaching 0 from an attack triggers an armor break, doubling recharge cooldown but reducing damage taken by max armor * update protection levels * balance updates - Health regeneration timer reduced from 30 > 10 seconds, time between hearts reduced from 10 > 2 seconds - Armor Toughness damage reduction has been improved by ~50% - Mobs from spawners now get updated by Survival Refightalized, except for health and gear changes - Trident drowned damage reduced from 12 > 4.5 - 9.0 - Most mobs have slightly increased stats * whoops forgor * fix player trident damage bug * balance update - mobs from spawners can't be elites anymore - killing a mob resets regen timer - increased mob damage a small amount - decreased armor toughness effect a small amount, no longer works against armor piercing effects
This PR makes Monsters Unbound no longer requires Survival Refightalized to work.
There should not be any changes in actual functionality of either module