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Custom Attacks System #432

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lokka30 opened this issue Nov 22, 2022 · 0 comments
Open

Custom Attacks System #432

lokka30 opened this issue Nov 22, 2022 · 0 comments
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priority: normal Normal priority status: confirmed Confirmed by a maintainer type: improvement Add or adjust a feature
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@lokka30
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lokka30 commented Nov 22, 2022

At some point in LM 4.x, we can add an attack speed buff system. Allowing levelled mobs to have a chance to make surprise attacks, especially on ranged mobs, would take this plugin to the next level in making gameplay interesting. As Oath put it, "Basically we've got a one-punch-man generator and not killing machine generator. One skeleton shooting the same insta-kill arrow every 3 seconds, or them suddenly launching three in the span of a second"

Oath's Implementation Idea

Adding a multi-attack setting:
I know that we can't actually use the attribute for attack speed as that's player only, however I did discover this little gem:
https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/LivingEntity.html#swingMainHand()
TLDR ability to active a swing on the main or secondary hand if entity has arms to swing. Was imagining this as a form of attack speed but applied as a multi-attack. When an entity attacks with their vanilla base attack, in the space between that and the next vanilla attack, these multi attacks could occur. Time between TBD but concept (using LM3 syntax):

apply-settings:
  multi-attack:
    primary-hand:  # Regarding 'swingMainHand'
      activate: 1-2  # Number of additional swings as a randomly selected value between range
      chance: 0.1 # Percent chance of occurring after each vanilla 'parent' attack
    secondary-hand: # Regarding 'swingOffhand'
      activate: 1
      chance: 0.1
    combine-attacks: true # If false, if chance succeeded on 'primary-hand' or 'secondary-hand', then the other will not be processed. If true, then both could potentially occur (combo critical attacks)
  apply-settings:
    critical-hit-chance: 0.15 # Percent chance to occur with every landed hit
    critical-hit-modifier: 0.20 # Percent increase to the damage occurred

Also an idea of a shield mechanic which might be worth making into a different issue sometime

Might be worth investigating; a 'shield' multiplier where entities can Y percent randomly shield themselves from up to X damage, where X is a percentage of their current health (so the lower the health, the weaker the entity, the less likely they'll be able to defend; flip side being stronger the entity the more likely they'll shield).

@lokka30 lokka30 added type: improvement Add or adjust a feature priority: normal Normal priority status: unassigned target version Needs a future version assigned to it status: confirmed Confirmed by a maintainer labels Nov 22, 2022
@lokka30 lokka30 removed the status: unassigned target version Needs a future version assigned to it label Nov 22, 2022
@lokka30 lokka30 added this to the v4.4 milestone Nov 22, 2022
@lokka30 lokka30 changed the title Attack Speed Buffs Custom Attacks System Nov 22, 2022
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