Feature: Zephyr
OzPayn opened this issue · 1 comments
Initial implementation can just share the behaviour of the Aether 1 Zephyr
Spawning criteria - aerclouds in all highfield, arctic, magnetic, and cloudsea biomes, spawns alone
Behaviour type - hostile
Health pool and Damage types - low health pool, weak to pierce, strong against impact
Attacks - short range wind projectile (knock back), long range web projectile (slow)
Description - The Zephyr is the main pest during the day, it floats around the Aether’s skies looking for adventurers to bother. Once it notices a player within its range of territory, it will start slowly moving towards them, occasionally shooting out a ball of webbing in an attempt to slow the player down. If they slow them down enough to get near to them, they will suck in air and blow it back out in a concentrated wind attack to throw the player up into the air and far away, potentially dealing fall damage in the process. The zephyr has very little health, so dealing with them is very easy if the player has a projectile weapon.
Their attention is quite easily disrupted though, so if you run away from a Zephyr it will usually lose interest and float away, making them a relatively low threat during regular exploration, but more disruptive for stationary tasks like building and mining. Zephyrs drop aerclouds and occasionally rare trophy items in the form of Zephyr husks, these can be crafted into a potent material or sold/traded at specific vendor NPCs
zephyr.zip
Updated Zephyr assets
- new model
- new texture
- new web ball texture
- animations have been done for the web attack, wind attack, and flight, included in the blockbench model and unexported as I dont really know what best practises are for that yet
- flight animation should play at all times and mix with the attack animations