Nemesis Weaknesses
frodare opened this issue ยท 10 comments
When a weakness is activated, red down arrow particles would appear around the nemesis.
Weakness can be assigned to nemeses similarly to traits.
Starting weakness: Hydrophobe (entity takes damage when in water and will flee from it)
- Pyrophobia: Fire will cause nemesis to stop attacking and run around like the Village Lord instead, ideally with his arms up
- Disco Fever: Rhythmic crouching or playing a note block or jukebox causes nemesis to dance to the beat, leaving him open for attack
- Greedy: Throwing a gold ingot on the ground will cause the nemesis to stop attacking and go retrieve the gold; placing a gold block will make him stand in worship of the gold block, not attacking for 10 seconds or so
- Gluttony: Same effect as greedy with gold ingots, but with food; satiation affects how long the nemesis stands idle
- Amorous: Players of the opposite gender (Steve model for male; Alex model for female) cause nemesis to stand idle until first hit
Phasmophobia: fear of ghosts, nemesis will have trouble attacking a player when wearing a pumpkin on their head, maybe they would need to wear white armor too?
Could do some kind of snowman thing, too. Or just snowballs in general, would immobilize the nemesis. Or change all his attacks to snowballs for a few seconds.
Similar thing with eggs.
ichthyophobia: Nemesis will run and stop attacking for a moment when fish is thrown at him
Animal lover: Killing an animal (maybe specific animals depending on the nemesis) in front of the nemesis causes it to stop and cry (if we wire in @mrprim 's suggestion to chat taunts, he could yell, "You MONSTER! Now you must die!" or "That was my favorite sheep!" or some such)
Gluttony and Greed have been implemented. Spiders have a hard time picking up items. Something we need to look into at some point.