Ancient Spellcraft

Ancient Spellcraft

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[Bug] Tame Animal cannot tame Donkey/Horse/Llama/Mule while near animal

KnightCa opened this issue · 4 comments

commented

Is there an existing issue for this?

  • I have searched the existing issues

Observed behaviour

When trying to use Tame Animal next to a a animal that normally requires mounting to be tamed (Donkey/Horse/Llama/Mule), the animal does not become tamed. You have to move a good distance away to be able to get Tame Animal to work to tame them.

This may be a issue with right-clicking close to a mountable animal conflicting with casting the spell. Sneak casting doesnt change the issue.

The spell works correctly when next to a Ocelot, Parrot, or Wolf.

The spell does not function on tameable animals from other mods (such as Mo Creatures Extended).

Expected behaviour

I expected to be able to use Tame Animal on a Donkey/Horse/Llama/Mule while standing next to the animal with the Wand/Sage Tome/Spell Sword in hand (ie not a empty hand).

I also had expected Tame Animal to have a whitelist in config where I could add additional Neutral tameable animals from other mods such as:
Mo Creatures Extended
Ice and Fire

A Bauble to expand the tameable options might have a second whitelist in config, to allow additional mobs to be tamed.

Steps to reproduce

  1. Join a Server
  2. Move next to a Donkey/Horse/Llama/Mule
  3. Try to cast Tame Animal on the animal
  4. Move far away from the animal
  5. As you move closer, continue trying to cast the Tame Animal on the animal
  6. Notice how far away you need to be to be successful

Crashlog

No response

Environment (Singleplayer/Server, etc.)

Issue present on both sides

Mod version

1.5.10

Forge version

1.12.2-forge-14.23.5.2860

Other mods

No response

commented

Have you tried sneak-casting the spell from close?
RE: other mob mods.. If they implement IEntityTameable, I can add support for them, but this can get very OP depending on the mob. So I'm ok with extending support but only if it's balanced
Some balancing ideas that could work in conjunction:

  • Config entry blacklist of non-tameable entities (modid:entity_registry_name).
  • Mob max HP-based difficulty scaling. Taming difficutly of a mob depends on the mob's max HP and current potency
  • A mapping of taming difficulty (modid:entity_registry_name:float (where the float is spell potency), this makes thing more customizable for specific mobs
commented
commented

Added some more details above.

commented

I like the third option the most, as this allows the modpack creator to scale the spell up with potency and their desired inclusions.

Could we make Tame Animal a Novice spell to allow more potency spread?
Novice (15) would do ocelot, parrot, and wolf.
Apprentice (30) would include donkey, horse, llama, and mule.

I assume that float = the percentage of potency (wand 15/30/45/60, spell blade 5/10/15/20)

Examples of other mobs:
Novice Wand
mocreatures:fox:15
mocreatures:turtle:15
Apprentice Wand
mocreatures:blackbear:30
mocreatures:pandabear:30
mocreatures:grizzlybear:30
iceandfire:hippocampus:30
Advanced Wand
iceandfire:cockatrice:45
iceandfire:hippogryph:45
mocreatures:elephant:45
mocreatures:polarbear:45
Master Wand
iceandfire:amphithere:60
iceandfire:pixie:60