Feature: Aerbunny
OzPayn opened this issue · 1 comments
Spawning criteria - grassy terrain in all highfield, arctic, and magnetic biomes, spawns in a group of 1-2 bunnies
Behaviour type - passive
Health pool and Damage types - very low health pool, weak to pierce damage, strong to impact damage
Description - Aerbunnies work practically the same as in the original mod, but have updated visuals and animations that include animated hind legs kicking during their jumps. The Aerbunny is entirely passive and will run away if attacked. It can be picked up by interacting with the mob, which places it on the player’s head. With a bunny on their head, the player is able to jump higher and, by holding the jump button, extend their jumps with the Aerbunny’s jump puffs. Aerbunnies can be tamed with oranges, giving them a small coloured collar that can be dyed to different colours. Tamed Aerbunnies can be commanded to sit and wait by sneaking and interacting with them.
Aerbunnies dropped string in the original mod, I’m tempted to remove this feature as I don’t really want players killing them in Aether II. So for now, I’m proposing we remove their drops.
aerbunny.zip
New Aerbunny assets ready for implementation