
RPG Mob Classes
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Random Mob Stats:
- When a mob spawns there's a high chance for it to have either a positive stat, negative or one of each.
- Rarely a mob will have one of 2 special multipliers that can stack with any multiplier, including double ones.
Examples: Strong, Slow, Tough, Fragile or rarely something like: Fragile Strong, Slow all-seeing.
What different ones mean:
- Tough/Fragile: double hp/ half hp
- Strong/weak: 50% more damage/ 50% less damage.
- All seeing: Can see 4x further away.
- Blind: Can't see mobs or players from more than 2 blocks away.
- Swift/Slow: increased/decreased speed.
Classes (So far, willing to add new ones based on suggestions):
- Knight. Stats: Strength, defense, critical chance, critical damage, Sword Skill (Knights do extra damage when using a sword)
- Mage. Stats: Fire/Ice/Magic Damage, critical chance, critical damage, mana, max mana. Starts with a basic wand that does +3 magic damage.
Can set mobs on fire sometimes when attacking if they have enough mana.
- Scout. Stats: 75% speed boost that can't increase. Nothing else.
- Slayer. (Special) Stats: Strength, 10% speed boost that can't increase, critical chance, critical damage, special: (When attacked can randomly increase a stat that resets when attacking a mob.
This stat stacks up to 10x. When attacking a mob this stat increases the damage by 10 percent, with a max increase of 100 percent)
Basically just focuses on pure damage.
Professions (So far, willing to add new ones based on suggestions):
- Blacksmith: Swords, axes, bows and crossbows do +2 damage compared to normal.
Leveling System (Not the default levels and xp):
- Start at lv 1
- Mobs and players level up after their xp reaches 10x their level with increasing extra amounts.
- Every level the extra xp increases by 1/10th to keep players and mobs from leveling to quickly.
- By default the more hp a mob has the more xp they drop starting from 100 base hp. (Before the mob variants are added)
- On level up, attack damage and max health will increase a bit.
Tool Changes:
- Axes and swords will have a few extra things like critical chance, critical damage and strength.
- Bow and crossbow damage is determined by an attribute which by default should match the original damage.
- Shields block 2/3rds of melee and ranged damage instead of 100%. Mostly because mobs that spawn as a knight have and will sometimes use shields. To make it visible no matter what mob, when they block an attack an end rod particle will spawn around them. To be removed in 1.2 since you can't even see the shield in almost every mobs hand
Difficulty Modifier:
- Whenever a player or mob levels up there is a 20% chance to increase this.
- Represents the minimum level for mobs to spawn at. The maximum level for mobs is this + 5.
Mob leveling:
- Just like how players level up in this, mobs can to.
Mana (W.I.P):
- Only for magic classes like mages.
- Currently doesn't do much except allow spells
- Mana cost doesn't work yet
- Mana doesn't restore naturally yet.
Class Loot (W.I.P):
- Special loot for wardens. Maybe other mobs in the future
- For classes without class loot wardens will temporarily drop an echo shard.
- Currently only for slayers and mages.
- Stats only work if gotten from the mob and not creative.
- Stats determined by the mobs stats, lv 100 warden will drop class loot with way higher stats than a lv 10 one.
New Armor Sets:
- Will most likely have way more durability than netherite when added since
at higher levels mobs can break normal armor pretty fast.
- Will be added once I make a decent texture
Mobs so far (More could be added in the future):
- Goblin: currently will spawn randomly during day. Currently hostile, in the future some will be passive and will trade though.
- Mimic: the classic mimic, looks like a chest until it takes damage. Spawns like normal hostile mob, in dark places/night.
Next Update?:
- Progress can be seen in the source code. If the most recent commit is called "Update (number)" that update should be out within a few days