
[Question] Different EC stats for differently named mobs?
BitBork opened this issue · 7 comments
Hey there Tavi,
Me and my friends who I configured EC on a little private modded server for love the mod!
I do have another question if that's alright. I was wondering if it's possible to further define damage types and element resistances/weaknesses based off of a mob's NBT data or something similar?
The idea is that I use InControl InControl (wiki) to change up mobspawns per season, adding CEM/random customname
on top of. With this, I made it so mobs spawn with custom models and textures that fit the season.
It would be amazing if I could then also adjust the damage-types and elements in the same (or a different?) way, because now even though the mobs look different per season, they're essentially still the same base mob, so no difference in datapack-defined EC stats.
So is it possible to apply different stats to a mob if its name
is different for example, like how CEM can alter the model/texture based off a mob's name?
Hey :)
Glad to hear, that you are enjoying my mod and that you are using the datapack features as intended!
I am currently planing to extend this feature to support conditional properties. Checking the nbt data sounds like a fitting addition and would enable all sorts of fun stuff. So i will definitly look into it.
Other fun conditions could be checking the state of the mob/item. For example if the mob is currently swimming or if the shield is held up for blocking.
However it might take a while, since I'm currently trying to get the mod working for fabric first.
That would be amazing! Yeah exactly, it'd allow a lot more functionality and make me able to achieve what I mentioned. (:
Also a small other suggestion, maybe add some more customization for the display of the player's dmg-types/elements? Imo it's not as nice that it continually cycles in the textbox, it's a bit distracting - maybe simplify it somewhat using just the icons?
Ahh that's fair, good luck with that!
Would there be any way I could see/know once you've gotten this implemented?
Regarding the gui elemental:
What would be the alternative? Listing everything entry with their defense value would make the gui elemental huge and obstruct to much.
Maybe i could list every entry like a matrix with x values per row and only show the icon with a colored border. The border color would indicate, if i get more damage or less. Details could be still shown, if the player wants to, with a button press.
Once I'm done, i could send you message with this issue thread.
Oh and on which version are you guys playing? I plan on adding the new fetures only on 1.20+. It's to much work to keep implementing all the features on old versions...
Icon+border colour is a v good solution!
I fiddled around in paint.net a bit, here's (imgur) a suggestion of how it'd feel a bit neater & less distracting imo, what do you think? (:
We're on 1.20.1 Forge cause that version has the biggest combination of nice and working mods for my private modpack