Mob capturing mechanics
Ipsis opened this issue ยท 10 comments
The current mob capturing mechanics need looked at. Currently it just involves hitting the relevant mob, so need to decide if that is too simplistic.
My only comment is that I'd prefer this to be a right-click rather than an attack, since you're performing an action with the prism, this would bring it in line with vanilla mechanics. Plus you don't always want your poor cattle injured in the pasture :)
The attack was basically used as it meant you couldn't just sneak up to a mob, learn it and then run away. You would anger the Zombie Pigman or have to deal with the Wither Boss :)
Unfortunately it does mean you have to be unkind to your cows :P
Hrm, that makes sense. Guess I'll have to learn how to brew splash potions is all there is to it :)
Had a thought on this; I haven't tried doing damage/attacks in Forge, but in Bukkit you could cause damage and set the damage source programatically. Switching this to right-click, but causing a zero damage attack with the user as the source should cause the aggro as normal :) Assuming Forge doesn't just treat a zero damage attack as not even happening in the first place.
Eh, I know I'm overthinking this, lol.
Just a note for Imepic86. there is a config to change how many mobs you need to kill to charge the shard. by default it is set to 1. you can adjust that for packs to make it harder. /cheers
@ShaCraft Appreciated. But i was referring to Ipsis comment at the top on how to capture mobs. I didnt realise this was already something you could change as i usually leave configs default(except extreme reactors)
....and i JUST realised it says 2016 .... oops. Okay now i feel stupid lol.
@imepic86 I should really have closed this bug when I implemented the new mechanics. Think I've got some housekeeping to do :)